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stupid_chris

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Posts posted by stupid_chris

  1. 1 hour ago, gilflo said:

    Hello

    Is there a way to prevent chutes from autocut?

    I land vertically my first stage in the sea. it's very high: 92m ( I am playing RSS)

    Once it is landed it falls horizontal in the water after a while and then breaks: if the chute where not cut, they would prevent the stage from breaking because it would fall very slowly.

    Thanks for reply

     

    Change the autocut velocity in the chute settings, it's 0.5m/s by default.

  2. On 10/25/2023 at 4:33 PM, Poodmund said:

    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

    On 10/25/2023 at 6:56 PM, AnFa said:

    Would it be too much of an imposition to ask for one?

    Read the big red text on the first page.

    On 10/25/2023 at 7:46 PM, Svm420 said:

    Is this still true?

    Not for KSP 1

  3. On 10/24/2023 at 10:10 AM, AnFa said:

    Is it possible to change the angle of the deployed chutes?

    Not without going into the config.

    On 10/21/2023 at 6:59 AM, Seasails_ said:

    I cannot find the option to set parachute's spread angle.

    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.

    On 10/21/2023 at 6:59 AM, Seasails_ said:

    I have also installed Restock which changed the appearance of the parachutes, but after installing Realchute the parachutes changed back to its original appearance. How can I fix these problems?

    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.

  4. On 3/12/2023 at 4:13 PM, NaviG said:

    I have to admit i didn't understand, but after some tries now i understand. Cool feature!!

    Now i'm trying to use the restock's chutes models with realchute but i'm not able to, this is so hard :( I prefer those instead the "single" and "drag" chutes models. I've been reading something about adding those canopy models on TextureLibrary.cfg but i failed.

    I don't believe Restock bundles their parachute canopies separately from the cases, so this is probably not possible.

    7 hours ago, Aperson3546 said:

    does this work with restock?

    Yes, it does. Restock is mostly just a reskinning.

  5. 11 hours ago, NaviG said:

    Yeah, i've been trying. If someone wants to know, you can choose the size of the parachute instead of let Realchute calculate it. Maybe it would be nice if it takes the mass of last(s) stages(s), so it doesn't oversize. 

    What does the "parachutes used (parachutes" option? I have 3 but I only see one arming.

    Both of these questions are answered in the FAQ in the first post of this thread.
    GBsUMk9.png

  6. 6 hours ago, NaviG said:

    Little question about rope size, it seems to thick and long for this size of ships (1.25). I suppose that on bigger rockets it would look good. I think i have the lightest type of chute selected, maybe u can help me.

    Any news about RP-2? That's going to be amazing by looking at RP-1.

    The canopy size is dynamically sized to the actual physical size of the parachute.

  7. On 4/27/2022 at 3:46 AM, DeliriumTrigger said:

    To my point then.   The settings for parachutes being in the action groups menu...  I can sort of see the logic behind this, since the deployment of a parachute is an action... I guess?  And since "Automatically arm parachutes on staging" is a option in the toolbar button on the KSC scene, maybe it's a design choice to have users assigning the arming of parachutes to action groups, which is why it's put in there? 

    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.

    On 4/27/2022 at 3:46 AM, DeliriumTrigger said:
    • Make the CKAN description, well, more descriptive.   It says your mod "fixes a few inconveniences" and also "completely reworks" the stock parachute system.  These two statements are at odds with each other.  When I read "Fixes a few inconveniences" I think small changes.   When I read "Complete rework" I think big changes.  This mod makes big changes.  Sure, it does fix a few inconveniences, but putting that in the description is almost a red herring.  People installing a mod that changes this much stuff should know what they're getting into.  Managing expectations matters.

    I don't own the CKAN listing.

    On 4/27/2022 at 3:46 AM, DeliriumTrigger said:
    • Make RealChutes an add-on, with complete replacement of the stock parachute system opt-in, so that you can choose a RealChute in the size you need if you actually want the extra options that RealChute provides, or a boring old stock Mk16 if you just want boring old stock behavior without having to configure stuff.

    This is already the case. RealChute overrides stock through MM. Remove the MM configuration files from the mod folder and stock behaviour will return.

    On 4/27/2022 at 3:46 AM, DeliriumTrigger said:
    • Allow users to choose a preset and have it stay as the default, or copy a configured parachute and have the settings copied as well.  If I'm using 6 parachutes on 3 stages that are all going to be dropped in Kerbin's atmosphere during the launch sequence, having to configure each parachute individually is unnecessary tedium.

    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.

  8. 12 hours ago, Dodge said:

    I see, just to clarify a little: the issue happens regardless of KCT's existence or not, it is  just that I think this is still related to KCT/Srapyard having issue recognizing the part. I wonder this could manifest in many other ways as well.

    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.

  9. On 9/1/2021 at 4:51 PM, Dodge said:

    Having the following error when using with Kerbal Construction Time and Scrapyard, after I recovered the ship I attempted to edit the ship from KCT UI, the parachute was not recognized and thus became a new part, checked the logs, the following error appeared:

    Related error:

    [ERR 13:40:53.508] Module ProceduralChute threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object
      at RealChute.ProceduralChute.OnStart (PartModule+StartState state) [0x005b0] in <aa2d15a844824520a0c77b7f968d6700>:0 
      at Part.ModulesOnStart () [0x00120] in <cd473063d3a2482f8d93d388d0c95035>:0 

    Full log: KSP.log and Player.log

    I saw some MM patch for RealChute in KCT, so I assume the parachute should be properly "reset", but the issue seems to be caused by this ProceduralParachute.

     

    ProceduralChute is a part of RealChute. This is an issue that is in the hands of KCT, I do not handle these interactions.

  10. 7 hours ago, Maelin said:

    Opinions sought! I've fired KSP up for the first time in a year and a half and I'm missing that RealChutes goodness, but I see here that the upcoming version 2 won't be backwards compatible... should I put up with the inferior stock chutes and just wait for v2, or go with the old version now and bite the bullet on having to muck around to fix things when the new version arrives?

    Us RealChute1, RC2 is not right around the corner and I'm hoping to get a save upgrading tool working for the release anyway.

  11. 15 hours ago, mateusviccari said:

    Can someone help me configure a drogue chute to slow down on mars (RSS)?

    I added a mk16 parachute, set it to drogue, changed the material to kevlar, pre-deployment altitude = 15000, deployment altitude = 2500. Lander mass is about 300Kg. Coming from a low mars orbit, the chute icon never turns from red to yellow before I reach about 9Km at about 1400m/s. If I try to deploy it, doesn't matter how long after it urns yellow, it always gets torn out by aerodynamic forces. What am I doing wrong?

    You probably want to ask such questions in either the RSS help threads or the RSS/RO Discord.

  12. 5 hours ago, kananesgi said:

    Combo preset? Don't know about that. I haven't explored the RC options real deep yet, though. Only thing I've seen "combo" in was the big combo cone, which is too big for my applications usually. When I get off work in a few hours I'll see if I can figure it out. 

    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.

  13. 5 hours ago, kananesgi said:

    I think this is an issue I keep doing. Almost every time I set the chutes up, it gives the warning that they are at max and not enough, but I know they are. This would be because I'm setting them up as a last step usually and it's calculating the mass of the entire launch vehicle instead of just the reentry vehicle. 

    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.

    5 hours ago, kananesgi said:

    IHow do you set up a drogue and main in the inline chute part? I've wanted to do this, but the big cone is the only part I've found that lets me setup more than one chute. I've done it with that part, but it doesn't fit well on most of my craft, and often seems to screw up somewhere and looses the drogue chute (programmed for drogue and main, but then had two mains in flight). I'm still on ksp 1.8, so maybe that has something to do with it. 

    Just use the combo preset.

  14. 8 hours ago, MR L A said:

    So I'm using the Mk16-xl chute - place it on top of the mk 1-3 command pod, clip it just inside the pod, whack a docking port on top of that, so the chute is hidden inside (how I wish there was a stock chute docking collar). 

    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.

    8 hours ago, MR L A said:

    At this point I get the message saying deployment failed cus in space (slightly annoying as this staging technique works in stock and means I can do something else for a few minutes).

    Though it would be nice if the staging option was changed back to arm, rather than deploy.. maybe in RC2? :D Changed setting in menu :)

    Exactly, this behaviour can be switched in the settings menu. RC2 drops the "deploy" concept and only uses "arm".

    8 hours ago, MR L A said:

    I've just noticed that the Predeployment setting is set to Pressure of 0.01atm, I'm not sure, but that seems to suggest it will attempt to deploy very high up when I'm still going rather fast... yep, deployed at 23km whilst travelling at over 1200m/s lol.

    I'll change to Altitude and see if that fixes my issue... annnnd yes it did :)

    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.

    8 hours ago, MR L A said:

    Edit: Oh, just discovered that I can't change chute settings in VAB when I right click on the part. Is that normal? I'm an idiot :) Always helps to read the instructions first ;)

    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.

  15. 3 hours ago, kananesgi said:

    Sweet! That looks even better than the stock function I've seen (never tried it myself, as RC is one of my "can't live without" mods).

    Any idea if RC2 will be backward compatible with mods that depend on RC1? Specifically I'm thinking of the Inline Ballutes mod. I use that extensively and it requires RC.

    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.

  16. Thank you to the wonderful team behind the video for letting me be a part of this, and thank you again Felipe for all you've done.

    You've help send me towards my career path in a job that I absolutely adore.

    Onwards :) 

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