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stupid_chris

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Everything posted by stupid_chris

  1. @AxleGreaser No, the chutes cut when the ship is splashed or landed, and that the vessel's horizontal surface speed is under the set value https://github.com/ChrisViral/RealChute/blob/master/RealChute/RealChuteModule.cs#L74 As far as aero forces causing it to break, no, that is most definitely not happening. The chutes would have to reach a pretty significant velocity for way more than one physics frame for this to happen. Something is making the game think your vessel has splashed down, and the RealChute module interprets this as a reason to cut down.
  2. That seems to point that a mod you're using is messing with the parachute's collider. Can't help you with this, they are working fine under normal circumstances. Parachutes cut when the ship they are flying on gets in contact with water or ground, and the ship moves under a specified speed. It's intended.
  3. It's not very complex really. Just bumping up all the version numbers, then replacing the .dll in the zip folder and uploading to GitHub
  4. The module was being completely rewritten from the ground up with a lot more flexibility in mind, allowing users to basically make parachutes work however they see fit. Spares would have been kept separately in other parts, a new better UI would come along, etc. It's a huge rework essentially. It's just a tough call to make. It's hard to tell if the modding community on KSP2 will be viable or if it will stick to KSP1 and we'll see the modders essentially rebuild the game entirely once it stops being updated and that stability comes on. I only have so much time to allocate and it's hard to prioritize RC2 in these conditions. There's not really a lot of maintaining to do, just popping up the version numbers and changing the CompatibilityChecker target between each major release and uploading everything to GitHub. I can still add you to the repo if you want to help with that though.
  5. Hey guys! Quick update here. So as a lot of you may be aware, this mod is no longer being actively developed, as I stopped shortly after the announcement of KSP2 last year. I did however expect a release this year, and the recent drama and pushback to fall 2021 has me coming back to this a little. Now I want to be clear; I do not intend to provide support reliably for this mod as I'm in my final year of uni, and if all goes well I'll be actually working as a game dev a year from now. I am still however interested in the KSP modding community. So here's what I'm thinking, last year as I was working on the brand new module for RC2, @sumghai actually made some brand new parts for the mod. Now when he did these I didn't expect to stop working on this soon after, and these parts have been sitting there for about a year untouched. Adapting the current module to use them should actually not be such a chore. If there is a demand for these, I will try to fit it in my schedule sometime during the summer, quarantine does have me working from home, and I've recently been playing KSP in a non-modding way for perhaps the first time in 4 years. Let me know what you all think, cheers! Put the chute on, detach all the parts that do not have to be included in the landing (to get the correct craft mass), then hit apply settings in the action groups menu. You can also select a preset at the top, for quick configuration.
  6. This isn't RealChute related, something else is causing the problem.
  7. You do know that this mod is not supported anymore right? Like the very first post clearly says it. I have no time to spend on this right now unfortunately, not even to approve a PR. I'm not sure what you were looking for or expecting here. There is no "motivation" to have, this is stale. I'm not putting any efforts into this given the current limbo state of the next game releasing soon. Besides, putting up a PR for the very same changes that have been done for the past five updates is a moot point. The mod auto-disables on new versions, we know why and it's intended. The PR neither brings new information or save any time fixing it in this situation.
  8. Nope, it needs to be included with the download, both from the license and from the forum rules.
  9. CC-BY-NC-SA has three main caveats BY - You must provide attribution NC - You may not commercialize SA - You must share under the same license. Your link provides only the .dll, no license, no attribution. You also breach rule 1 of the addon rules if the forum, which states you must provide a license in the download. Edit: I provided the link so you may know how to apply the technicalities of the license.
  10. Just saw this. The license has indeed retracted to the CC-BY-NC-SA, but you are not complying to it. Please take down this link and adhere to the license.
  11. Hi everyone! As you all know, I have worked on RealChute 2 for a while now. It's still in the works, but to be honest, the announcement of impending KSP 2 has basically completely stopped me in my tracks. There is little point into making a complete rewrite of my mod for a game with a set kill date. RealChute 2 will hopefully happen, but on KSP 2, not or at least not on KSP 1 until we see the state of modding on the new game. I'm currently working on my game right now, and this is taking up most of my time along with my last year of Uni. As for 1.9, I have no time to push the update for at least two weeks, hopefully @Starwaster can get to it. It's not broken, you literally should be having a warning when the game starts warning you that the mod is disabled on the new version. As for the broken status, I guess a litteral warning at the start of the game goes over everyone's head. I thought that'd be obvious enough. Lol okay buddy. The mod already has a new maintainer, which would be @Starwaster, I haven't been maintaining this very much for the past two years.
  12. I'll start a separate thread when it's ready. I'm developping it right now on a private GitHub repo, with only a handful of people having access to look at it. I'm trying not to get people to speculate when/how it'll be ready and what's going to be in the new features, I have a long history of jumping between projects. I'm also working on a game itself during the summer so my time will be split between this and the game. Everyone will know that it's ready when it is
  13. The mod is RealChute. The goal is to create realistic chutes. If your chutes cannot deploy because they actually aren't in the airflow, they shouldn't. I won't add an option to make the chutes less realistic. I'm not developing this version anymore anyway, any new features will be in the RealChute 2 package. Now, use the stack chutes to make a CSM, that's exactly what they are for.
  14. Recompiled to KSP 1.7. I didn't test it out extensively, but I doubt anything broke really. April 13th 2019 v1.4.7.4 -Recompiled for KSP 1.7 Get lit fam
  15. That's weird, but I've talked to Taniwha and apparently the solution is much simpler. The buttons have two name fields, catergoryName, and categoryDisplayName, and we are currently using the later. The first is never localized, the second is. We should probably switch to the non localized name and save ourselves a lot of trouble.
  16. @Starwaster Yep I'll take a look at the localization file... yknow... in case they changed it EDIT: doesn't appear they have, so not sure what the problem is this time around.
  17. Small incremental update October 16th 2018 v1.4.7.1 -Recompiled for 1.5 Should work without any problems in 1.5 Enjoy!
  18. Yep, hard coded, it should also have displayed a message as you launched KSP. Major version changes are very prone to breaking KSP completely, often because of name changes. I'll see if anything broke this time around and then see about releasing.
  19. I was told this sometime in 2014, so if it's still there... yeah. It probably ain't going.
  20. Having asked about this a long time ago, I've been told they were very very deeply anchored into how the game loader works. Something along the lines of them being harmless and that removing them could be more of a headache than anything. A bit like how a lot of old management systems are in COBOL but replacing them would be insanely expansive. Yknow, don't fix something that works. I guess. Also... why not just use the Versioning class?
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