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stupid_chris

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Posts 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. 3 hours ago, AxleGreaser said:

     

    The bound box of the radial chute extends multiple meters below the ship COM or the lowest part. When i excise(remove) both the motor and the fuel tank

    the chute now 'correctly' checks and cuts when some part of the ship that is not a chute bounding box, touches the water. (which IMO is still 'early' but usually survivable.)

    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.

    4 hours ago, AxleGreaser said:

    Also while I am here. Is it a 'feature' or a bug that chutes cut out on splash down contact not when the ship has sunk far enough for the boyancy forces to equilibrate?

    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. 7 hours ago, Probus said:

    When you say work on RC2, was there something more than adding new parts you had in mind?

    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.

    46 minutes ago, Drew Kerman said:

    I'm still sad no RC2 will come to KSP1 as I see a long lifetime for it but anything new for RealChute is something I would welcome if you can make time for it!

    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.

    21 minutes ago, linuxgurugamer said:

    @stupid_chris I'd be happy to help with official builds,etc. Contact me if you are interested

    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.

  4. 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!

    On 5/26/2020 at 6:24 PM, New Horizons said:

    How can I calculate correct chute size for my probe? I found the "calculations mode" and selected my target body Duna but found no button for calculation or resizing chutes. 

    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.

  5. On 5/17/2020 at 1:42 PM, ChrisG_NSF said:

    Is Real Chutes download for KSP 1.8 realism overhaul broken?  I keep getting a message "Developer Tools Access needs to take control of another process for debugging to continue."  This pops up when the game is loading at "RealChute/Agencies/WenkelCorportation_scaled".  The game load freezes and my computer wants me to input a my password.  This seems very sketchy.  What's going on here?

    And I have verified it is this KSP 1.8 download from the link on the first message in this thread that is the issue. Remove the mod and everything else loads perfectly fine and the Realism Overhaul game works.

    Image: https://imgur.com/a/mbqhrJ3

    This isn't RealChute related, something else is causing the problem.

  6. On 3/19/2020 at 7:20 PM, firegun said:

     

    Really demotivating to see you guys ignore my PR for more than a month, do the exact same changes on a separate commit. Of course you can drive your projects as you wish, still, sad.

    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.

  7. 7 hours ago, StarkRG said:

    Seems to me that the attribution and license both already exist by the link being in this thread and firegun saying the only change was to recompile it with the version changes. If there's not going to be an official release any time soon then it seems rather inconsiderate to delete links to unofficial versions.

    Nope, it needs to be included with the download, both from the license and from the forum rules.

  8. 15 minutes ago, firegun said:

    I really don't get it. Ofc I also don't understand excrements on these licenses or anything like that, but still quite surprising to me that I cannot mention a link to a open source git repository... honestly just wanted to help.

    Could you educate me on which part of the license I didn't complied to? Should I not PR too? o.O

    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.

  9. On 2/18/2020 at 5:23 PM, firegun said:

    Fear not Kerbonauts! I've just raised a PR with the required code changes to get it back up with KSP 1.9+. I just tested it and is working fine on my machine™.

    If you don't want to wait for further verification of my changes, want to play with this mod now, and you trust me enough to download a binary I compiled (<_<):

    • Copy RealChute.version to <KSP_INSTANCE>\GameData\RealChute
    • Copy RealChute.dll to <KSP_INSTANCE>\GameData\RealChute\Plugins <-- This is the binary I mentioned before

    It should get you going now. I hope @stupid_chris may check it and eventually we get a new release out. For now I can go back to play!

    Hope it helps.

    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.

  10. 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.

    On 2/19/2020 at 8:56 AM, majNUN said:

    That's right dude - it's totally up for grabs.

    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.

  11. 9 minutes ago, Brigadier said:

    Good to know.  Have you started a separate thread for RC2 or will you extend this one?

    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 :)

  12. On 4/20/2019 at 10:27 PM, coolguy8445 said:

    Apologies if this has been asked/answered before, but if it has, I can't find the right search incantation to find it.

    With regard to the "shielded from airflow"/"part is in fairing"/related issue...Crazy idea: Would it be particularly difficult to just...add a config option to ignore that "shieldedFromAirflow" flag, for cases where we know the game is going to think the part is shielded, or to protect against chutes embedding themselves into other parts? It's hard to make a nice-looking CSM with these chutes thinking they're in the fairing (and me of course finding this out after nearly completing a Mun mission...). 

    An in-flight tweakable to override this upon finding out it's "shielded" would be nice as well :)

    Another, alternate thought: a "cut off cone" stack chute (e.g. 1.25m -> 0.625m), that's "passable" according to Connected Living Space, would be a nice addition to the existing selection.

    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.

  13. 7 hours ago, cami said:

    Addendum: I found a way for additional intel, and the parachutes arent actually cut, they dont really deploy (the still show up briefly until they realize that, which made me think they were cut). The deployment fails because "parachute is in fairings" which doesn't make any sense, as the craft doesn't have fairings. They are simply attached to the outside of your ordinary cylindrical tank. Is there anything else that triggers this message than actual fairings?

    Being shielded from airflow.

  14. On 10/18/2018 at 11:55 PM, Starwaster said:

    When I compile the code on my machine and test with it, I get the parachute category. When I download the released plugin and use that, I don't get the parachute category....

    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.

  15. 7 hours ago, MaverickSawyer said:

    Is there any way to manually override this function for the time being? Or is it hard-coded into the .dll?

    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.

  16. 13 hours ago, katateochi said:

    I really hope that isn't true. If it is, that says some concerning things about the design architecture and/or programming practices. Yeah, some big companies have dependencies on utterly obsolete software (and more concerningly, hardware) but you can kind of understand that given the age when they were first developed.  There is no excuse for that sort of meshugas in modern software development.

    I was told this sometime in 2014, so if it's still there... yeah. It probably ain't going.

  17. On 10/13/2018 at 1:38 AM, swjr-swis said:

    While you're busy culling superfluous stuff, how about also removing -and stopping KSP from auto-creating- all those empty unused directories in the main game directory? Internals, Parts, PluginData, Plugins, Resources. And that launcher that has been useless for a few versions now.

     

    Btw, mod creators: this probably means that buildID.txt will be removed in favour of buildID64.txt. Time to adapt your check routines and ensure you look for the correct file.

    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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