-
Posts
5,592 -
Joined
-
Last visited
Reputation
2,005 ExcellentContact Methods
- Website URL
-
Twitter
@ChrisViral_
Profile Information
-
About me
Triss Trash
-
Location
In the business of misery
-
Interests
Music, astrophysics, coffee, video game development. Either at a concert or coding up.
Recent Profile Visitors
-
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
There is no toolbar button for realchute in the editor and there never was. The parachute editor is no longer located in the action groups menu. There is a space center button for RealChute. Not sure why it shows up vaguely in the VAB, but thats a problem for LGG/ToolbarController Nothing is wrong. This is where the editor opens from now, since v1.4.9 -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
As already mentioned, no, not on RC1. I'm not untangling the mess of a UI I made a decade ago to shoehorn in localization. I'm not sure what that means, but I'll just point at RealChute's license in case you had any intention of redistributing modified RealChute source files or compiled binaries. -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
I'm not planning to add localization to this version of RealChute at the moment -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
These parts aren't using RealChute, I can't help with that unfortunately. EDIT: To expand a bit, those are made compatible through a FAR patch that adds a generated instance of RealChute. I've written the original implementation of that patch, but I no longer manage it. You would likely want to consult the FAR thread for this. You also probably want to check this in an environment with *much less mods*, there's too much noise in that log to make out much (i.e. just FAR and that part mod). It's not unlikely the problem could be an interaction with something else. -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
That's not the right field. what you want is "chuteCount" https://github.com/dkavolis/Ferram-Aerospace-Research/blob/master/FerramAerospaceResearch/RealChuteLite/RealChuteFAR.cs#L125 -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Well, its a bit more complicated than that. Every module can house an arbitrary amount of parachutes, but the module itself can only reflect one state. The logic is that if all parachutes have the same state, this one is used, but if any single parachute has a different state than the others, then the module reflects Risky by default. There isn't any way to reflect a different value at the module level for every parachute, and there is no way to expose the parachutes data objects to kOS. The appropriate way to treat this is to wait until the parachute says "safe", which guarantees that all of them are safe. -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Update with some fixes! June 2nd, 2024 v1.4.9.4 -Fixed SafeState still not being properly visible to kOS -AutoArm setting now defaults to true -Changed way presets are loaded to avoid them being overwritten by mod updates -Changed presets to use proper size nodes, not legacy sizes Cheers everyone! -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Thanks for the info, looks like it doesnt detect enums. I'll expose it as a string as well. Tested it out, found the problem, it was not the fact it's an enum, but the fact that it must be visible in the PAW. Fix will be in next update. -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
I don't use kOS myself, but my general understanding is that exposed fields should be visible. It should be called "safeState" under RealChute module. If it's not there, im assuming it means kOS does not support enums, and I have to expose it a second time as a string. -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
If it works im not sure what the issue is then, wouldn't worry about it too much -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
As mentioned previously, there are MM patches that add RC behaviour to stock/restock. If you have a manual install, they should be there by default assuming you have MM installed, and if you have a CKAN install, CKAN will install them unless you request to not have them installed. The parts themselves will not be rescalable however, but the canopies will be sized dynamically according to the chute's diameter. That will probably be a lengthy wait, best not hold your breath -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Hotfix! I broke stuff. May 29th, 2024 v1.4.9.3 *Hotfix* -Fixed issue where the full deployment animation would not play and the drag not lerp properly Apologies, things should work normally now. Enjoy! -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Assuming your install is through CKAN, you must install the stock/ReStock patches (RealChuteForStock). -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Another small-ish update May 29th, 2024 v1.4.9.2 -Added in-place canopy resizing -Updated ModuleManager patches for stock -Stock patches now default to triple canopies for the Mk16 Parachute (large cone) -Added ModuleManager patches specific to ReStock -ReStock patches makes use of in-place resizing to dynamically scale chutes without replacing the models -Fixed bug on procedural parts without TextureLibrary -Added missing linebreak in RealChuteModule part info -Fixed low-altitude deployments skipping the pre-deployment animation -Added ModuleCargoPart to all RealChute parts This should have much better integration with ReStock now. Also worth mentioning: Stock/Restock patches are now listed separately on CKAN, they are installed independently. Cheers! -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
The editor window exposes the amount of spares each chute has. If you would like it to be limitless, simply put it to -1 and it'll ignore the amount left when repacking! Turning spares into cargo (like EVA fuel refills) is actually some plans I have for RC2. It was a lot of limbo, but I do have some motivation to get stuff done now at least. Very hard to tell a timeline because I've become increasingly busy over the year, but it's come back on the table now.