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stupid_chris

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Everything posted by stupid_chris

  1. The warning is a standardized thing across mods. Modders are then free to leave the warning as is that it may be broken, or they may decide to intentionally disable parts of the mod should it be flagged as on a new version. I prefer disabling everything, because if something is seriously wrong, you'll know too late. If the whole mod is disabled, and parachutes are hidden away so that you can't use them, you won't have a chance to get there.
  2. It's quite literally letting you know when you start the game the the mod is incompatible. Every update this comes up again. The mod is intentionally disabled on new version of the game. Wait for an update.
  3. That's not what I'm talking about. The parachute looks for specific transforms and animations on the parts, and these names are unique per part. It already does.
  4. If you just copied and pasted it then yes, that would not work as there are several names that must be appropriately configured for each part.
  5. It's most likely not properly configured then. It needs a ProceduralChute module additionally to have the action groups menu, you should take example on the stock MM patch of RealChute
  6. Because they're not MM patched to work with RealChute, they're using stock parachutes.
  7. There's an included MM patch that adds RealChute to stock parachutes. If the models change for RealChute, it'll be from Sumghai's new parts, not reverting to stock. On another note; good news, I might start having some ~free time~ some time in the near future! I've been hired as a Unity Developer at Behaviour Interactive as of two weeks ago, and I finally start having some time for myself instead of working crazy hours at a retail job! I still have my bachelors to finish, due this April, but things are looking up
  8. The point of this mod is to replace the parachute module. This isn't a parts mod. The stock module cannot support several parachutes on one part like the stack chute does. So no, you can't disable the module and keep the parts. But honestly I'm not sure what you're trying to achieve here. RealChute does the same that stock does, but better, and with extra bells and whistles if it tickles your fancy.
  9. Because this mod replaces the stock parachute module with the RealChute module, which is the entire point of this mod. You can change the pressure/altitude and many other settings in the RealChute menu. Spread angle can be changed from the config but it might be wonky, it's in the config only, stack cutes use it notably.
  10. There actually is. You can see the stack chutes are already doing it. It's just not automatic, kinda janky, and is set in the part config. You could do it with an MM patch to create extra parts with an offset angle, but idk how much success you'd get and it might not work as good as intended.
  11. It's not really configured for that, the tool in game sets to aim for a specific speed once it reaches the ground, which gas giants do not have. You can switch to manual mode, a 20m drogue chute should do the job. You probably don't need one though, and an airbrake should give you all the time you need to do your science and does not risk melting unlike the parachute It's independant from the stock parachutes, and should be independant from ReStock
  12. Holy crap. I thought FASA died out years ago. Uhhh, download this MM patch and see if it works. I deprecated it assuming FASA was no longer with us.
  13. Update is up, fixes a handful of bugs and a couple of QoL things Changelog August 1st 2020 -Recompiled for KSP 1.10.1 -Added DragCube handling for different sizes and when the cap is blown off -Parachutes smoothly move towards the drag vector rather than instantly -Parachutes now look for both horizontal and vertical velocities before cutting -Fixed issue where parachutes would sometimes break due to aero forces underwater -Compatibility back to KSP 1.8 has been enabled -Legacy MM patches removed Thanks for your patience with this one! Cheers
  14. You can always track my progress from the GitHub activity. Short answer is no the fix didn't make it in, but I'll just do it myself, at least I know where to go to fix it. RO is on 1.8, and this mod is compatible with 1.8 if you have the right version. If it's not in GameData, it's not installed. You may also be seeing the RealChute implementation done for FAR, which hotwires all stock parachutes with RealChute. You can't disable that, this is an integral part of FAR.
  15. Left click to repack from EVA. Has to be a lvl1 engineer in career, you can modify it from the settings menu.
  16. Unless you know how to compile a mod, no. The mod is intentionally disabled on new versions, and cannot be reenabled without a recompile. 1.10.0 has a lot of issues as of right now, so I'm waiting off for the first patch before updating, especially since it'll bring me a fix I want to implement. You can ask Steam to revert you back to 1.9, and you will most likely find backups of your save files in your saves folder that you can revert to, the game creates backups regularly.
  17. @AxleGreaser @cordilon I'm currently working with JPLRepo to fix the issue permanently, and most importantly, without hacks. Next RealChute update, which will come with the next minor patch, will hopefully have this fixed. Im still not sure how to reproduce it consistently, but I'm hoping fixing the problem at the source handles it for all cases!
  18. Unless I get steps so I can reproduce it and a full bug report with according logs, I can't really address it at all even if I find the time Still haven't experienced it myself.
  19. First thing I'm noticing is the use of the stock chutes. They have an MM patch applied over them, and that might be what's conflicting. Try using the RealChute parts instead and see if that works. FAR's RealChute implementation also does not use an MM patch, so that would make sense why they work. Otherwise, that does not sound like a RealChute issue, and I doubt I would be able to fix it locally, that's not in my code. Even if I was, as it has been mentioned in the previous pages of this thread and per the disclaimer in the OP, RealChute is not currently under development Your best bet is to contact the scrapyard author
  20. I simply can't reproduce that though. I've been active out here because I've started playing KSP in personal time again for the first time in nearly two or three years. I've logged about 100h over the past two or three weeks, and I've sent lots of different missions, with splashdowns on laythe and kerbin. I have not had a single parachute breaking up in this time. A very bright and clear message appears on the screen when it does, I'm confident I'd have noticed it. Without being able to reproduce it reliably, I can't try to fix it. I do want to make some time this summer to put out the new parts, and I could have a jab at this if I can reproduce it and fix it confidently, but the solution does not lie in just disabling everything if splashed. This could have insane adverse effects. It might solve part of the problem, but cause another more dramatic elsewhere. This is why I'm reluctant to deploy a user patch to thousands of users that I'm not willing to support reliably, because quite frankly, it's more demanding than I can handle. And don't get me wrong, I appreciate that. But developing something, and supporting something are wildly different. I don't mod for KSP anymore because supporting drained me right out of all the energy I had. I'm not going back there for the foreseeable future. If you can produce me a solid bug report, you can drop it on the github repo's issues, and I'll take a crack at it if I have the time to spare, but I can't promise anything.
  21. I've mentioned this before, but this mod is not in development anymore. This code has been stable and functional for over four years now, the parachute code is mostly unchanged itself since 2014. I'm not supporting this mod anymore, and therefore I'm not making an update with a patch that has the potential of causing far more trouble than it is solving. It's hard to predict how this will impact otherwise, and I'm not willing to release it as I am not going to be supporting it, and if something were to go wrong, you end up with angry users without support. I'm sorry, you are free to patch it on your side, but it's simply not worth me distributing this to thousands of users. I also want to note that you are still facing this bounding box issue, and that this very well might be affecting how fast the parachutes think they're moving underwater. I said it before, and I'll say it again, but if you can reproduce this reliably, under stock conditions save for RC, with accompanying logs, a craft file I can reproduce it with, and reproduction steps, I'll take a look at it and see what's up. Otherwise it's unfortunately staying as is. Stability is king for long term releases.
  22. The parachutes only use convective flux and emissive flux for temperature calculation. Conductive flux is not used at all.
  23. It is in fact in the action group windows. Put the parachutes you want on your craft, select Duna in the action group menu, and put in your landing parameters. When you hit apply it'll tell you if it can fit such a big parachute. If it doesn't, you can try to use a triple canopy, but things will be getting very expensive for very little return. You can also try using kevlar to help. Landing only with parachutes on Duna is hard, I suggest you instead try to use drogues to slow you down and stabilize and do a final burn to stop completely. It's actually always ASL. Parachutes are ground dependant objects.
  24. @AxleGreaser This mod is nearly seven years old. It has not been significantly updated in nearly three years. I'm not supporting it anymore either. The bugs have been ironed out a very long time ago, and with no new features being added, I believe it's safe to say that no new bugs are being introduced. I suggest you strip your install of other mods, and test on a new save file. If you can get to reproduce something on a a clean install reliably, document it, and get me the log files. I'll take a look then. But for now, I can only assume that this is local to your install. Yes, that's the selection you have, and it's what it's staying as for now. Once again, this mod is not in development anymore.
  25. RealChute used to be something similar to this. It's been changed for a reason that avoids me right now, it's been six or so years that the core chute code hasn't changed. You are however free to fork it and do this for yourself. Yes. This code is called from flight. You shouldn't be able to change chute size characteristics in flight, only deployment characteristics. The code that changes it in the editor is here, and does copy the size to symmetry counterparts.
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