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Everything posted by stupid_chris
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
There is no included NovaPunch MM patch -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
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. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
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. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
ProceduralChute is a part of RealChute. This is an issue that is in the hands of KCT, I do not handle these interactions. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Us RealChute1, RC2 is not right around the corner and I'm hoping to get a save upgrading tool working for the release anyway. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
You're gonna have to either make an MM patch for them or ask the author. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
You probably want to ask such questions in either the RSS help threads or the RSS/RO Discord. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
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. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
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. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Yes, but you probably do want to make sure you've removed all extra parts first to not account for too much mass. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
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. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
@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? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
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. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
I've already been working on RealChute2 a lot lately, wasn't a big step to switch for a second to recompile RC1 And for the UI scale thing, that's mostly for me as I play on a 4k monitor at 1.6 UI scale and I was getting tired of having to squint to see what was displayed in the UI haha. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Hello everyone! RealChute has been updated to KSP 1.12, including a short convenience fix for everyone on high DPI monitors. Changelog: June 24th, 2021 v1.4.8.3 -Recompiled for KSP 1.12.0 -Fixed repacking issues with Localized non-english installs -Made the UI follow the global UI scale Enjoy! -
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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Nope. I summon @Dman979
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
@kananesgi while the fact that RealChute 1 indeed cannot do what you asked about, RealChute 2 however... https://imgur.com/a/g4F4cLv -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
Alright, hello everyone! Short stream update, so I've decided on a schedule on which I will be streaming some development of RealChute 2 Fridays at 6pm EST Saturdays at 12pm (noon) EST Come join me! Always happy to have some company during these streams Cheers! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
stupid_chris replied to stupid_chris's topic in KSP1 Mod Releases
RealChute does not support that. -
Creator DLC's?
stupid_chris replied to Markodds's topic in KSP1 Suggestions & Development Discussion
I was mostly arguing the point of paid mods not being the spawn of satan, but Creator DLCs are very different yes. Integrating a mod is a very different process and has very different expectations as far as quality is concerned, yet again. -
Creator DLC's?
stupid_chris replied to Markodds's topic in KSP1 Suggestions & Development Discussion
Well yes, but I am not sure how this applies to an independent paid mod. -
Creator DLC's?
stupid_chris replied to Markodds's topic in KSP1 Suggestions & Development Discussion
That's just the concept of a free market, and it's fully expected. As I mentioned, a significant step in quality, support, and content is to be expected from a paid mod, otherwise people will just... not pay for it. No one will pay for a cash-grab cheap mod. The Unity Asset Store is the same idea. There are plenty of free cheap packages to use. But no one expects them to be free, we're simply thankful when they are. Those that aren't free have an increase in quality and support. The paid one without the quality uptick simply do not sell. -
Creator DLC's?
stupid_chris replied to Markodds's topic in KSP1 Suggestions & Development Discussion
This argument is both a hasty generalization and slippery slope fallacy. Donations are not a platform that the average modder can survive on. Modders do not owe anyone free labour if they do not wish so. If a modder wants to use his platform to make ends meet, he should not be crucified at the stake for trying to earn a living. The concept that modders are undeserving of pay because the concept of community is bigger than us is flawed. Feel free to not reply if you do not want to participate, no one is forcing you to. Portal is a good example of successful paid mods through Aperture Tag and Portal Stories: Mel. A free mod and paid mod has different expectations on to what is expected as far as support is concerned, and that is normal. -
Creator DLC's?
stupid_chris replied to Markodds's topic in KSP1 Suggestions & Development Discussion
Modding absolutely does not deserve do stay free. Beggars cannot be choosers. Modders are humans and content creators that deserve to make ends meet, and if modding is the way forward for them they should have a support system to put their skills to use. Most modders will be glad to do this in their spare time and for their own enjoyment, but expecting from them to do this completely for free is honestly quite insulting to the sheer amount of work that goes into most mods. Modders do not owe the community the mods they create.