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modbox555

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Everything posted by modbox555

  1. Yea, just saw the "Adding RealChutes processing", I tried doing a stage sep while the engine is still firing with the parachutes armed so it flew above me and once it was above 2.2km above I got a notification saying it landed fine, which makes sense since it gets removed at that range, but it would be cool if the time that it would take to fall back to Kerbin could be taken into account at some point so with a piece of debris with a final calculated velocity of X m/s with deployed chutes then it would take a certain amount of time before it is collected. Obviously bug fixes are more important than this but it would be a cool future feature for people who are obsessed with small details like me . Anyway, great job so far, cant wait when I can finally use this in a real playthrough.
  2. I ended up doing some testing with RealChutes and DebRefund just to see what would happen, and oddly enough, it works just fine from what I have seen so far. The only things that I found interesting were that in one test run, a piece of debris which was above me was collected and refunded just because it went out of range in the sky before my pod which had no chute hit the ground. The other time when I was testing, I got no notifications on some parts while others got all green marks. Has anyone else tried using RealChutes as well? The post says that it is incompatible but it doesn't seem so. Off to do some more testing.
  3. Hello, I just installed this mod and for some reason the clouds don't show up at all. I can see the mod load as I boot up KSP and once I actually get into the game I don't see any difference. Does anyone else have this issue? Help would be greatly appreciated, thanks.
  4. Thank you so much for the reply, as it turns out I had already set it to the highest value and that is what was causing the problem. I turned it down a bit and now I can accelerate up to 3x.
  5. Unfortunately for me though, any time warping causes this problem. Guess I'll have to wait awhile for my pod to float down, these parachutes are worth it anyway.
  6. Hello, I have just encountered a bug of sorts relating to time acceleration when the parachutes get deployed. For some reason when the parachutes fully deploy, and I time accelerate to float down to the ground more quickly, the parachutes decide to shake around a bunch very quickly and break themselves while launching my command pod away horizontally. Other than when I time accelerate this mod works amazingly, but it can get annoying to wait 5 minutes to land. If it does make a difference I have FAR installed and have module manager1_5_6. Does anyone else have this issue? I would be very grateful for a response. Thanks in advance.
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