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[HELP] Parachute not creating any drag


JoePatrick1

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I am trying to make a parachute part and seems to be all working apart from the fact that it doesn't actually create any drag.

Anyone know maybe why. Here are some screenshots of Unity and in-game

http://imgur.com/a/ozXPB

and here is the config module

MODULE
	{
		name = ModuleParachute
		semiDeployedAnimation = SemiDeploy
		fullyDeployedAnimation = FullDeploy
		invertCanopy = true
		autoCutSpeed = 0.5
		capName = ChuteCap
		canopyName = ChuteTransform
		stowedDrag = 0.22
		semiDeployedDrag = 1
		fullyDeployedDrag = 500
		minAirPressureToOpen = 0.04
		clampMinAirPressure = 0.04
		deployAltitude = 1000
		deploymentSpeed = 0.2
		semiDeploymentSpeed = 0.5
		chuteMaxTemp = 650
	}

Thanks :)

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5 hours ago, genericeventhandler said:

Do you have the drag cubes and modules in the cfg file, 

here's the stock part 1 chute. 


MODULE
	{
		name = ModuleDragModifier
		dragCubeName = SEMIDEPLOYED
		dragModifier = 1.25
	}
	MODULE
	{
		name = ModuleDragModifier
		dragCubeName = DEPLOYED
		dragModifier = 12
	}

GE

Yes, here is the full config

PART
{
	name = kerballoonchute
	module = Part
	author = JoePatrick1
	mesh = model.mu
	scale = 0.1
	node_stack_bottom = 0.0, 0, 0.0, 0.0, 0.0, 1.0, 0
	buoyancyUseCubeNamed = PACKED
	sound_parachute_open = activate
	sound_parachute_single = deploy
	TechRequired = start
	entryCost = 0
	cost = 422
	category = Utility
	subcategory = 0
	title = KB Chute Test
	description = WIP
	attachRules = 1,0,0,0,0
	mass = 0.1
	dragModelType = default
	angularDrag = 3
	crashTolerance = 12
	maxTemp = 2500 // = 3100
	emissiveConstant = 0.7
	stageOffset = -1
	bulkheadProfiles = size0, srf
	bodyLiftMultiplier = 0
	tags = arrest canopy chute decel descen drag entry fall landing re- return safe slow white
	MODULE
	{
		name = ModuleParachute
		semiDeployedAnimation = SemiDeploy
		fullyDeployedAnimation = FullDeploy
		invertCanopy = true
		autoCutSpeed = 0.5
		capName = ChuteCap
		canopyName = ChuteTransform
		stowedDrag = 0.22
		semiDeployedDrag = 1
		fullyDeployedDrag = 500
		minAirPressureToOpen = 0.04
		clampMinAirPressure = 0.04
		deployAltitude = 1000
		deploymentSpeed = 0.2
		semiDeploymentSpeed = 0.5
		chuteMaxTemp = 650
	}
	MODULE
	{
		name = ModuleTestSubject
		useStaging = True
		useEvent = False
		situationMask = 8
		CONSTRAINT
		{
			type = ATMOSPHERE
			value = True
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 200
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 100
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 100
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 50
			prestige = Significant
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = LT
			value = 50
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEEDENV
			test = GT
			value = 20
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = DENSITY
			test = GT
			value = 0.2
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = DENSITY
			test = GT
			value = 0.1
			prestige = Significant
		}
		CONSTRAINT
		{
			type = DENSITY
			test = GT
			value = 0.02
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDE
			test = GT
			value = 1000
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 4000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 8000
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 2000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 4000
			prestige = Significant
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = GT
			value = 1000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = ALTITUDEENV
			test = LT
			value = 2000
			prestige = Exceptional
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 300
			body = _Home
		}
		CONSTRAINT
		{
			type = SPEED
			test = LT
			value = 1000
			body = _NotHome
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ALWAYS
			prestige = Trivial
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = BODYANDSITUATION
			prestige = Significant
		}
		CONSTRAINT
		{
			type = REPEATABILITY
			value = ONCEPERPART
			prestige = Exceptional
		}
	}
	MODULE
	{
		name = ModuleDragModifier
		dragCubeName = SEMIDEPLOYED
		dragModifier = 1.25
	}
	MODULE
	{
		name = ModuleDragModifier
		dragCubeName = DEPLOYED
		dragModifier = 12
	}
}

 

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32 minutes ago, genericeventhandler said:

And the cubes exist in your model?  I believe they have to have the same exact name. 

Oh I feel stupid - I don't have any.
Do they need to have a collider?
Also do I make them literally just cubes the size of the canopy?

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@JoePatrick Hi  The drag cubes are not cubes in the common understanding of a cube and you  certainly don't want to add a huge cube collider to your chute, the drag cubes should be calculated by the game automatically, unless there's  an issue and the game cant create it, you should be able to find it in the log, and iirc chutes as they are animated have a procedural cube, what you could try is, go to the part database.cfg in the main ksp folder, search for  the stock chutes and copy the drag cube from there directly into your cfg and test

when you add the dc to the cfg it should look something like this

	DRAG_CUBE
	{
		cube = Default, 242.6,0.8989,4.04, 242.6,0.9005,4.04, 144.9,1,0.1184, 144.9,1,0.1184, 601.2,0.844,7.911, 601.2,1,0.09647, 0,0,0, 20,30,8
	}

Now you have added it to the cfg, the cfg drag cube will be written to the partdatabase.cfg,   defined drag cubes always override any cube in the part database

The chute itself does not have a collider of any type

Edited by SpannerMonkey(smce)
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On 25/09/2016 at 3:05 PM, SpannerMonkey(smce) said:

@JoePatrick Hi  The drag cubes are not cubes in the common understanding of a cube and you  certainly don't want to add a huge cube collider to your chute, the drag cubes should be calculated by the game automatically, unless there's  an issue and the game cant create it, you should be able to find it in the log, and iirc chutes as they are animated have a procedural cube, what you could try is, go to the part database.cfg in the main ksp folder, search for  the stock chutes and copy the drag cube from there directly into your cfg and test

when you add the dc to the cfg it should look something like this


	DRAG_CUBE
	{
		cube = Default, 242.6,0.8989,4.04, 242.6,0.9005,4.04, 144.9,1,0.1184, 144.9,1,0.1184, 601.2,0.844,7.911, 601.2,1,0.09647, 0,0,0, 20,30,8
	}

Now you have added it to the cfg, the cfg drag cube will be written to the partdatabase.cfg,   defined drag cubes always override any cube in the part database

The chute itself does not have a collider of any type

Thanks for this, I'll give it a try

edit: seems to have done the job - thanks :)

Edited by JoePatrick1
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