hab136 Posted October 12, 2016 Author Share Posted October 12, 2016 v2.1.3 for KSP 1.2 release is out. https://github.com/henrybauer/SafeChute/releases/latest Quote Link to comment Share on other sites More sharing options...
hab136 Posted November 2, 2016 Author Share Posted November 2, 2016 v2.1.4 for KSP 1.2 release is out. https://github.com/henrybauer/SafeChute/releases/latest SpaceDock doesn't have a label yet for 1.2.1, so it's marked as 1.2. Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted January 8, 2017 Share Posted January 8, 2017 Hey Hab, thx for the mod. Just wanted to say, that I get an exception with safechute on a new 1.2.2 install by putting a HECS probe onto the launchpad. Any idea why? Spoiler (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Exception handling event onVesselStandardModification in class SafeChuteModule:System.NullReferenceException: Object reference not set to an instance of an object at GenesisRage.SafeChuteModule.ListChutes (.Vessel gameEventVessel) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at GenesisRage.SafeChuteModule.ListChutes (.Vessel gameEventVessel) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) FlightGlobals:OnVesselEvent(Vessel) EventData`1:Fire(Vessel) Vessel:Initialize(Boolean) ShipConstruction:AssembleForLaunch(ShipConstruct, String, String, Game, VesselCrewManifest) FlightDriver:Start() (Filename: Line: -1) [Untitled Space Craft]: Ready to Launch - waiting to start physics... Quote Link to comment Share on other sites More sharing options...
hab136 Posted January 8, 2017 Author Share Posted January 8, 2017 1 hour ago, Jebs_SY said: Hey Hab, thx for the mod. Just wanted to say, that I get an exception with safechute on a new 1.2.2 install by putting a HECS probe onto the launchpad. Any idea why? Thanks for reporting this. After looking at it, the error is harmless, but I've gone ahead and added a fix. No need to update unless the error annoys you. v2.1.6 [Updated] - Fix a NullReferenceException in the log Download: Curse, SpaceDock, Github Quote Link to comment Share on other sites More sharing options...
hab136 Posted May 27, 2017 Author Share Posted May 27, 2017 v2.1.7 is up, just recompiled for KSP 1.3. Since RealChute and FAR are not updated for 1.3 yet, I only tested against stock chutes. I don't expect any issues once they do update. Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 27, 2017 Share Posted May 27, 2017 Thank you! Quote Link to comment Share on other sites More sharing options...
Nightside Posted September 26, 2017 Share Posted September 26, 2017 Hi @hab136, I discovered an incompatibility with the parachutes in the SSTU mod, Safechute is not triggered when approaching touchdown. They use a custom module called SSTUModularParachute. Would it be possible to add compatibility for the next release, maybe when 1.3.1 rolls around? Quote Link to comment Share on other sites More sharing options...
hab136 Posted September 26, 2017 Author Share Posted September 26, 2017 10 minutes ago, Nightside said: Hi @hab136, I discovered an incompatibility with the parachutes in the SSTU mod, Safechute is not triggered when approaching touchdown. They use a custom module called SSTUModularParachute. Would it be possible to add compatibility for the next release, maybe when 1.3.1 rolls around? Should be possible; I'll take a look! Quote Link to comment Share on other sites More sharing options...
hab136 Posted October 23, 2017 Author Share Posted October 23, 2017 On 9/26/2017 at 6:51 PM, Nightside said: Hi @hab136, I discovered an incompatibility with the parachutes in the SSTU mod, Safechute is not triggered when approaching touchdown. They use a custom module called SSTUModularParachute. Would it be possible to add compatibility for the next release, maybe when 1.3.1 rolls around? I looked at it and a small change on their end would make it a lot easier to support. I've asked for that change in a pull request. In the meantime I've released SafeChute v2.1.8 for KSP 1.3.1. No code changes, just recompiled and bumped the version. Quote Link to comment Share on other sites More sharing options...
hab136 Posted December 13, 2017 Author Share Posted December 13, 2017 @Nightside SafeChute v2.1.9 is released with initial support for SSTU. Stops timewarp on main chute deployment. SSTU does parachutes differently from everything else unfortunately. Stock chutes: 1 PartModule = 1 chute FAR chutes: 1 PartModule = 1 chute RealChutes: 1 PartModule = 1 chute SSTU: 1 PartModule = 2 chutes For the other kinds, a PartModule is either deployed or it's not. SSTU PartModules can be in a "deployed" state for the drogue chute, then not deployed, then in a "deployed" state again for the main chute, which totally breaks the workflow. As a shortcut I've ignored the drogue chute for now. I've got some ideas how to solve it (so timewarp stops on both drogue and main chute deployment) but that will have to wait for another day. Quote Link to comment Share on other sites More sharing options...
InterplanetJanet Posted January 27, 2018 Share Posted January 27, 2018 Such a tiny mod, such a useful and helpful mod. Thank you for making it! Quote Link to comment Share on other sites More sharing options...
V0lchik Posted August 16, 2018 Share Posted August 16, 2018 On 12/14/2017 at 12:44 AM, hab136 said: @Nightside SafeChute v2.1.9 is released with initial support for SSTU. Stops timewarp on main chute deployment. SSTU does parachutes differently from everything else unfortunately. Stock chutes: 1 PartModule = 1 chute FAR chutes: 1 PartModule = 1 chute RealChutes: 1 PartModule = 1 chute SSTU: 1 PartModule = 2 chutes For the other kinds, a PartModule is either deployed or it's not. SSTU PartModules can be in a "deployed" state for the drogue chute, then not deployed, then in a "deployed" state again for the main chute, which totally breaks the workflow. As a shortcut I've ignored the drogue chute for now. I've got some ideas how to solve it (so timewarp stops on both drogue and main chute deployment) but that will have to wait for another day. Can you tell me what is "SSTU", "FAR chutes" is? Ferram Aerospace Research = FAR? Stock Something... I don't know... I don't know adain... = SSTU? Quote Link to comment Share on other sites More sharing options...
hab136 Posted August 17, 2018 Author Share Posted August 17, 2018 8 hours ago, V0lchik said: Can you tell me what is "SSTU", "FAR chutes" is? Ferram Aerospace Research = FAR? Stock Something... I don't know... I don't know adain... = SSTU? SSTU (Shadow Space Technologies Unlimited) is a parts pack that comes with their own parachute parts. FAR (Ferram Aerospace Research) replaces the stock aerodynamics with its own, and also changes how parachutes work. Quote Link to comment Share on other sites More sharing options...
V0lchik Posted August 30, 2018 Share Posted August 30, 2018 Thank you. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted January 1, 2019 Share Posted January 1, 2019 Just curious but is this still being maintained? It was working up through 1.5.1 but has stopped functioning with 1.6. Quote Link to comment Share on other sites More sharing options...
hab136 Posted January 2, 2019 Author Share Posted January 2, 2019 21 hours ago, Bombaatu said: Just curious but is this still being maintained? It was working up through 1.5.1 but has stopped functioning with 1.6. Thanks for the reminder. I haven't had any time for anything between starting a new job in November and then the holidays. It should be just a recompile, let me see if I can knock it out now. Quote Link to comment Share on other sites More sharing options...
hab136 Posted January 2, 2019 Author Share Posted January 2, 2019 36 minutes ago, hab136 said: Thanks for the reminder. I haven't had any time for anything between starting a new job in November and then the holidays. It should be just a recompile, let me see if I can knock it out now. Updated now at SpaceDock and GitHub. There's some account issue with Curse, so that's not updated yet. Links on the main page Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted January 15, 2019 Share Posted January 15, 2019 Unfortunately it still doesn't appear to work. Quote Link to comment Share on other sites More sharing options...
danshu15 Posted June 10, 2019 Share Posted June 10, 2019 (edited) o/ I was wondering if this mod was still supported? I'm having an issue with it in a 2.7x scaled solar system (Gallileo's new JNSQ) For whatever reason it just doesn't take you out of timewarp on chute deployment or at the minimum altitude set in the config - but Idk if the mod actually works in 1.7.1. I haven't played KSP since 1.4.5 and this was one of my favorites Figured out the issue, it was another mod conflicting by changing the name of chutes. I'll get ahold of that mods author Edited June 10, 2019 by danshu15 Solved Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 11, 2019 Share Posted June 11, 2019 4 hours ago, danshu15 said: o/ I was wondering if this mod was still supported? I'm having an issue with it in a 2.7x scaled solar system (Gallileo's new JNSQ) For whatever reason it just doesn't take you out of timewarp on chute deployment or at the minimum altitude set in the config - but Idk if the mod actually works in 1.7.1. I haven't played KSP since 1.4.5 and this was one of my favorites Figured out the issue, it was another mod conflicting by changing the name of chutes. I'll get ahold of that mods author What mod? Quote Link to comment Share on other sites More sharing options...
danshu15 Posted June 11, 2019 Share Posted June 11, 2019 44 minutes ago, Nightside said: What mod? It's a Plugin for JNSQ called TweakChute. It does a final rename that keeps Stage Recovery and SafeChute from working as far as I can see Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 11, 2019 Share Posted June 11, 2019 (edited) hey @hab136 @Nightside and @danshu15, here's the source code of the mod https://github.com/Sigma88/Sigma-TweakChutes the one included in JNSQ is v0.1.0 however v0.2.0 is basically the same with some more features I don't really like how the mod works, it was still in development but it got released in JNSQ which got me a bit by surprise I am trying to see if I can manage to get the mod to work without replacing the Parachute modules, I will let you know if I can find any solutions Any help you might be able to provide is definitely apreciated The purpose of the mod is to avoid triggering full deployment before the semi deployment has been triggered. v0.2.0 also adds the option to change the min/max/scale values of the sliders Edited June 11, 2019 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 11, 2019 Share Posted June 11, 2019 5 hours ago, Sigma88 said: hey @hab136 @Nightside and @danshu15, here's the source code of the mod https://github.com/Sigma88/Sigma-TweakChutes the one included in JNSQ is v0.1.0 however v0.2.0 is basically the same with some more features I don't really like how the mod works, it was still in development but it got released in JNSQ which got me a bit by surprise I am trying to see if I can manage to get the mod to work without replacing the Parachute modules, I will let you know if I can find any solutions Any help you might be able to provide is definitely apreciated The purpose of the mod is to avoid triggering full deployment before the semi deployment has been triggered. v0.2.0 also adds the option to change the min/max/scale values of the sliders Ah, all very cool features. Thanks. Quote Link to comment Share on other sites More sharing options...
danshu15 Posted June 11, 2019 Share Posted June 11, 2019 1 hour ago, Nightside said: Ah, all very cool features. Thanks. Looks great! Tested fine - but someone who isn't using research bodies (I'm avoiding spoilers on everything outside Mun/Minmus for myself and the stream) could test this on a thin atmosphere planet - and also it wouldn't hurt to test it with SSTU Great work tho Quote Link to comment Share on other sites More sharing options...
Tyko Posted June 11, 2019 Share Posted June 11, 2019 Thanks for looking into the JNSQ issue. I was just doing some troubleshooting and was going to file a report, but I see that you're already aware Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.