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stupid_chris

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Everything posted by stupid_chris

  1. 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!
  2. Assuming your install is through CKAN, you must install the stock/ReStock patches (RealChuteForStock).
  3. 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!
  4. 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.
  5. Tiniest of updates May 26th, 2024 v1.4.9.1 -Fixed settings window close button not closing the window -Bumped down minimum KSP version to 1.12.3 Cheers!
  6. Maintenance update! May 25th, 2024 v1.4.9.0 -Moved parachute editor window out of the action groups editor -Added Part Action Window to open the parachute editor directly -Added config option for parachutes to deploy even if shielded from airflow -Made deployment safe state accessible to kOS -Fixed small GameEvent delegate memory leak -Fixed parachutes ignoring staging input lock and deploying anyway -Added ClickThroughBlocker dependency -Added ToolbarController dependency You read that right. The parachutes are no longer editable through the action groups panel! The parachute editor can now be opened from the main editor window, and only from there! Hopefully this should make it a bit easier to work with RealChute. ETA on RC2 is still TBD, but now that KSP2 is dead... I no longer have reason to wait. Also of note, RealChute now requires ClickThroughBlocker and ToolbarController and will not work without them! Cheers!
  7. Change the autocut velocity in the chute settings, it's 0.5m/s by default.
  8. RealChute replaces the canopies entirely, the only way to make it work would be for ReStock to package the canopies separately and to make one of these https://github.com/ChrisViral/RealChute/blob/master/Output/GameData/RealChute/Materials/TextureLibrary.cfg Read the big red text on the first page. Not for KSP 1
  9. Not without going into the config. You are looking for something that does not exist. There is a setting in the part config used for radials, and that's about it. RealChute does not change the appearance of the parachutes. It chances functionality. If you do not want RealChute functionality on the Restock parts (not sure why you'd want this mod installed then), remove the RealChute MM configs from the RealChute folder.
  10. I don't believe Restock bundles their parachute canopies separately from the cases, so this is probably not possible. Yes, it does. Restock is mostly just a reskinning.
  11. Both of these questions are answered in the FAQ in the first post of this thread.
  12. The canopy size is dynamically sized to the actual physical size of the parachute.
  13. Since this seems to be your biggest gripe with the mod, I'll address it clearly. This behaviour is a leftover from the state of the game when RealChute was created. There was no tweakables, no toolbar, and no part-context menu for modifications in the editor. This mod is old. RealChute part modifications came around in January 2014. The game was in an awfully different state back then, and I was also a very different programmer. The action groups was probably the best bet at the time. It made sense, and it worked well for the systems we had. Granted this makes no sense today, but extracting the UI code is not an easy task, and not worth it. UI behaviour will be completely different in RealChute 2, I can promise that. Given that, I will not address this point further. I don't own the CKAN listing. This is already the case. RealChute overrides stock through MM. Remove the MM configuration files from the mod folder and stock behaviour will return. This point is not worth discussing much because of how different RealChute 2 will be. In summary, if you don't like the mod, don't use it. If you like it, have fun. I'm very indifferent to it I'll admit, I work(ed) on this because I wanted to see it fixed, the community enjoying it is a secondary effect really.
  14. If you can reproduce this on a new save with only RC installed I'll gladly take a log and take a look if it's simple enough to fix in RC1. RC2 is still in the works, so I'm not going into big RC1 fixes atm.
  15. ProceduralChute is a part of RealChute. This is an issue that is in the hands of KCT, I do not handle these interactions.
  16. Us RealChute1, RC2 is not right around the corner and I'm hoping to get a save upgrading tool working for the release anyway.
  17. You're gonna have to either make an MM patch for them or ask the author.
  18. You probably want to ask such questions in either the RSS help threads or the RSS/RO Discord.
  19. There's a preset selection at the top of the action groups menu. I never change anything in the actual menu myself 95% of the time, there are presets for this exact reason.
  20. That's fine to do it that way, just detach all the parts that won't land, apply the settings, then detach them. Otherwise, it assumes the whole craft lands and you are carrying way too large and heavy a chute. Just use the combo preset.
  21. Yes, but you probably do want to make sure you've removed all extra parts first to not account for too much mass.
  22. You should really think about using the RealChute stack chute It's made especially for this kind of scenario, and you can even have it bundle a drogue and a main parachute in the same case. Exactly, this behaviour can be switched in the settings menu. RC2 drops the "deploy" concept and only uses "arm". 0.01atm was the default setting back when RealChute was made, this may have changed now. RealChute uses an altitude trigger on the custom chutes by default since that makes much more sense. You can use the action groups menu to completely customize the parachutes. This also allows you to change the diameter so you do not have to spam multiple parachutes on larger crafts.
  23. @MR L A there's a couple of things that could be going wrong here, but it's not clear what right now. Is your parachute shielded within an airstream? Are you staging or actually arming the parachute? How high are you when you do that? What are your deployment settings?
  24. It won't be out of the box backwards compatible, the module is very different, but it will likely take about five minutes of config editing to make the old parts work with the new module. Dynamic parachute deflection however requires some knowledge of the geometry and will demand a slight modification at the part level to work with this.
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