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EVA Parachute as separate part


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Hi everyone. Since 1.4 was released Ive been having a lot of fun with para gliders and related things. Ive had the idea of having the controllable parachute as an unlockable part in the vab/sph for building purposes without the need of a command seat or kerbals to use it.

so far Ive my attempt at this is trying to clone the Mk2-r parachute and apply the kerbalEVA Module as seen below.

this is the kerbalEva.cfg in the squad folder.

Spoiler

PART
{
    name = kerbalEVA
    crashTolerance = 50
    maxTemp = 800
    skinMaxTemp = 800
    boundsCentroidOffset = 0.0, 0.25, 0.2
    CenterOfDisplacement = 0.0, 0.1, 0.0
    CenterOfBuoyancy = 0.0, 0.1, 0.0
    dragModelType = default
    rescaleFactor = 1
    partRendererBoundsIgnore = kbEVA_flagDecals,canopy,base,flag,collider,helmet,visor,flare1,flare2
    MODULE
    {
        name = KerbalEVA
        __OVERLOAD = True
        isCfg = True
        walkSpeed = 0.8
        strafeSpeed = 0.5
        runSpeed = 2.2
        turnRate = 4
        maxJumpForce = 10
        boundForce = 1
        boundSpeed = 0.8
        boundThreshold = 0.04
        swimSpeed = 0.8
        waterAngularDragMultiplier = 0.01
        ladderClimbSpeed = 0.60
        ladderPushoffForce = 3
        minWalkingGee = 0.17
        minRunningGee = 0.6
        initialMass = 3.125
        massMultiplier = 0.03
        onFallHeightFromTerrain = 0.3
        clamberMaxAlt = 100
        splatEnabled = True
        splatSpeed = 50
        propellantResourceName = EVA Propellant
        boundFrequency = 0.15
        boundSharpness = 0.3
        boundAttack = 0.4
        boundRelease = 2
        boundFallThreshold = 1.5
        _flags = 1
        flagReach = 0.3
        Kp = 0.7
        Ki = 0.25
        Kd = 0.300000012
        iC = 0.005
        rotPower = 1
        linPower = 10
        PropellantConsumption = 0.025
        stumbleThreshold = 3.5
        hopThreshold = 2
        recoverThreshold = 0.6
        recoverTime = 3
        splatThreshold = 150
        clamberReach = 0.9
        clamberStandoff = 0.45
    }
    MODULE
    {
        name = ModuleScienceExperiment
        experimentID = surfaceSample
        experimentActionName = #autoLOC_502018 //#autoLOC_502018 = Take Surface Sample
        resetActionName = #autoLOC_502019 //#autoLOC_502019 = Discard Sample
        reviewActionName = #autoLOC_502203 //#autoLOC_502203 = Review Sample
        hideUIwhenUnavailable = True
        rerunnable = True
        resettable = True
        resettableOnEVA = False
        hideFxModuleUI = True
        resourceToReset = Supplies
        resourceResetCost = 5
        xmitDataScalar = 0.25
        dataIsCollectable = True
        deployableSeated = False
    }
    MODULE
    {
        name = ModuleScienceExperiment
        experimentID = evaReport
        experimentActionName = #autoLOC_502020 //#autoLOC_502020 = EVA Report
        resetActionName = #autoLOC_502021 //#autoLOC_502021 = Discard Report
        reviewActionName = #autoLOC_502200 //#autoLOC_502200 = Review Report
        hideUIwhenUnavailable = True
        rerunnable = True
        resettable = True
        resettableOnEVA = False
        hideFxModuleUI = True
        resourceToReset = Supplies
        resourceResetCost = 5
        xmitDataScalar = 1
        dataIsCollectable = True
    }
    MODULE
    {
        name = ModuleScienceContainer
        allowRepeatedSubjects = True
    }
    MODULE
    {
        name = FlagDecal
        textureQuadName = kbEVA_flagDecals
    }
    MODULE
    {
        name = ModuleTripLogger
    }
    RESOURCE
    {
        name = EVA Propellant
        amount = 5
        maxAmount = 5
        isTweakable = False
    }
    MODULE
    {
        name = ModuleEvaChute
        semiDeployedAnimation = semiDeploySmall
        fullyDeployedAnimation = fullyDeploySmall
        invertCanopy = true
        autoCutSpeed = 0.5
        canopyName = canopy
        stowedDrag = 0.22
        semiDeployedDrag = 1
        fullyDeployedDrag = 500
        minAirPressureToOpen = 0.04
        clampMinAirPressure = 0.04
        deployAltitude = 1000
        deploymentSpeed = 1.0
        semiDeploymentSpeed = 1.0
        chuteMaxTemp = 650
        evaChuteName = EVAparachute
        rotationSpeedDPS = 180.0
        chutePitchRate = 1.0
        chuteRollRate = 1.0
        chuteYawRateAtMinSpeed = 1.0
        chuteMinSpeedForYawRate = 1.0 
        chuteYawRateAtMaxSpeed = 1.0
        chuteMaxSpeedForYawRate = 50.0
        chuteDefaultForwardPitch = 9.0
        semiDeployedChuteForwardPitch = 25.0
        chutePitchRateDivisorWhenTurning = 1.0
        chuteRollRateDivisorWhenPitching = 1.0
        chuteYawRateDivisorWhenPitching = 1.0
        baseName = base
        flagName = flag
    }
    MODULE
    {
        name = ModuleLiftingSurface
        useInternalDragModel = False
        deflectionLiftCoeff = 2.5
        transformDir = Y
        transformSign = -1
        omnidirectional = False
    }
    MODULE
    {
        name = ModuleLiftingSurface
        useInternalDragModel = False
        deflectionLiftCoeff = 1.0
        transformDir = X
    }
    MODULE
    {
        name = FlagDecal
        textureQuadName = flag
    }
}
 

and here is the edited cfg I made for the new part

Spoiler

PART
{
    name = mobileEvaChute
    module = Part
    author = Bird
    mesh = model.mu
    scale = 1
    rescaleFactor = 1
    node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0
    buoyancyUseCubeNamed = PACKED
    sound_parachute_open = activate
    sound_parachute_single = deploy
    TechRequired = survivability
    entryCost = 2800
    cost = 400
    category = Utility
    subcategory = 0
    title = MobileEvaChute //#autoLOC_500930 = Mk2-R Radial-Mount Parachute
    description = Mobile Eva Chute //#autoLOC_500931 = A parachute comparable to the Mk16 chute, but which is placed radially instead of attached on top of something.
    attachRules = 0,1,0,0,0
    mass = 0.2
    dragModelType = default
    angularDrag = 2
    crashTolerance = 12
    maxTemp = 3000 // = 3100
    emissiveConstant = 0.7
    breakingForce = 100
    breakingTorque = 50
    bodyLiftMultiplier = 0
    stageOffset = -1
    bulkheadProfiles = srf
    tags = #autoLOC_500932 //#autoLOC_500932 = arrest blue canopy chute decel descen drag entry fall landing re- return safe slow
    MODULE
    {
        name = ModuleEvaChute
        semiDeployedAnimation = semiDeploySmall
        fullyDeployedAnimation = fullyDeploySmall
        invertCanopy = true
        autoCutSpeed = 0.5
        canopyName = canopy
        stowedDrag = 0.22
        semiDeployedDrag = 1
        fullyDeployedDrag = 500
        minAirPressureToOpen = 0.04
        clampMinAirPressure = 0.04
        deployAltitude = 1000
        deploymentSpeed = 1.0
        semiDeploymentSpeed = 1.0
        chuteMaxTemp = 650
        evaChuteName = EVAparachute
        rotationSpeedDPS = 180.0
        chutePitchRate = 1.0
        chuteRollRate = 1.0
        chuteYawRateAtMinSpeed = 1.0
        chuteMinSpeedForYawRate = 1.0 
        chuteYawRateAtMaxSpeed = 1.0
        chuteMaxSpeedForYawRate = 50.0
        chuteDefaultForwardPitch = 9.0
        semiDeployedChuteForwardPitch = 25.0
        chutePitchRateDivisorWhenTurning = 1.0
        chuteRollRateDivisorWhenPitching = 1.0
        chuteYawRateDivisorWhenPitching = 1.0
        baseName = base
        flagName = flag
    }
    MODULE
    {
        name = ModuleLiftingSurface
        useInternalDragModel = False
        deflectionLiftCoeff = 2.5
        transformDir = Y
        transformSign = -1
        omnidirectional = False
    }
    MODULE
    {
        name = ModuleLiftingSurface
        useInternalDragModel = False
        deflectionLiftCoeff = 1.0
        transformDir = X
    }
}
 

as of now, I can get the part to spawn in the editor and I can apply it to a craft, however in flight mode.."deploy chute" doesn't do anything. Is there something Im missing? or is this just out of the scope of a basic part cloning/module editing? Its pretty hard to find information about the controllable parachute. the KerbalEVA.cfg is the only place I know of that references it.

 

Edit: just a tidbit of information. I kept the edited cfg in the mk2-r subfolder for the moment until I can make some progress. that is why it references a mesh and not a model or texture files.

Edited by Jesusthebird
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Hi, I've a nasty feeling from working on OrX with @DoctorDavinci that an EVA module (of any type)  will not work in the flight scene .  Re the location of the parachute for the Kerb i'd put a couple of kerbucks on it being baked into one of the asset bundles. Just like the kerbal model itself .  (which can also be spawned in the editor)

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2 hours ago, SpannerMonkey(smce) said:

Hi, I've a nasty feeling from working on OrX with @DoctorDavinci that an EVA module (of any type)  will not work in the flight scene .  Re the location of the parachute for the Kerb i'd put a couple of kerbucks on it being baked into one of the asset bundles. Just like the kerbal model itself .  (which can also be spawned in the editor)

thanks for the help guys...I believe I have found what I am looking for..

 

On 8/5/2018 at 2:34 PM, Mecripp said:

chutes are in the model you just cant edit the cfg you would have to also edit the mod if it didnt have a chute to start with on the model

thats why I referenced the stock radial chute as its already a model with a chute transform, really the goal would be to just replace the literal parachute with the controllable one. Imagination wise I would like to think its being controlled by a pair of servos/pullies that are part of the main model that sticks on the vessel.

 

So EVA modules are a no go. The Ejection Seat and Parachute mod has a para glider chute, but I dont think its controllable. Could it be with these?Or I suppose any chute?:

Spoiler

MODULE
    {
        name = ModuleLiftingSurface
        useInternalDragModel = False
        deflectionLiftCoeff = 2.5
        transformDir = Y
        transformSign = -1
        omnidirectional = False
    }
    MODULE
    {
        name = ModuleLiftingSurface
        useInternalDragModel = False
        deflectionLiftCoeff = 1.0
        transformDir = X
    }

 

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30 minutes ago, Jesusthebird said:

thanks for the help guys...I believe I have found what I am looking for..

 

thats why I referenced the stock radial chute as its already a model with a chute transform, really the goal would be to just replace the literal parachute with the controllable one. Imagination wise I would like to think its being controlled by a pair of servos/pullies that are part of the main model that sticks on the vessel.

 

So EVA modules are a no go. The Ejection Seat and Parachute mod has a para glider chute, but I dont think its controllable. Could it be with these?Or I suppose any chute?:

  Hide contents

MODULE
    {
        name = ModuleLiftingSurface
        useInternalDragModel = False
        deflectionLiftCoeff = 2.5
        transformDir = Y
        transformSign = -1
        omnidirectional = False
    }
    MODULE
    {
        name = ModuleLiftingSurface
        useInternalDragModel = False
        deflectionLiftCoeff = 1.0
        transformDir = X
    }

 

guessing you have looked at a stock part and not sure but still think some of these have to be set in unity but this is what I would try

	MODULE
	{
		name = ModuleControlSurface
		useInternalDragModel = True
		dragCoeff = 0.5
		actuatorSpeed = 25
		deflectionLiftCoeff = 0.5
		ctrlSurfaceRange = 15
		ctrlSurfaceArea = 0.95
	}

 

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53 minutes ago, Jesusthebird said:

and Parachute mod has a para glider chute


Hi again , re the chutes in the parachute mod, they're mine,  and  from a time long  before stock kerbal chutes were a thing, So not controllable.   
So whats in a chute ?  a typical kerbal parachute contains 3 elements (unless something has changed) those being,  base , the box the chute lives in,  the cap, the top cover that flies off at deploy .  finally the chute itself.  These items are baked into the models .mu file , they are not an entity that exists  as a separate part,  part of the chute magic, how they work,  is tied deeply to the rest of the model, and the root gameobject . 
And here's a shot of the original to be fitted by KIS experiment ( it worked but kerbs and craft modules don't play nice) Kerbachute  for ref ,  as i say unless something has changed with the KSP chutes, they're all pretty much like this , just different shapes (note it doesn't look like this when exported from unity , the chute will be in packed condition )

dbrHv70.png

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9 minutes ago, SpannerMonkey(smce) said:


Hi again , re the chutes in the parachute mod, they're mine,  and  from a time long  before stock kerbal chutes were a thing, So not controllable.   
So whats in a chute ?  a typical kerbal parachute contains 3 elements (unless something has changed) those being,  base , the box the chute lives in,  the cap, the top cover that flies off at deploy .  finally the chute itself.  These items are baked into the models .mu file , they are not an entity that exists  as a separate part,  part of the chute magic, how they work,  is tied deeply to the rest of the model, and the root gameobject . 
And here's a shot of the original to be fitted by KIS experiment ( it worked but kerbs and craft modules don't play nice) Kerbachute  for ref ,  as i say unless something has changed with the KSP chutes, they're all pretty much like this , just different shapes (note it doesn't look like this when exported from unity , the chute will be in packed condition )

dbrHv70.png

Im currently trying to learn blender and the .mu importer for it. As an example of how I used it so far, with textures unlimited installed I was able to pinpoint and exclude the "flare" mesh for the stock landing gear lights as with the unofficial cfg it puts the metallic shader on it making it look pretty rediculious. 

If that makes any sense, would I be able to do something similar with the "parachute element?" of a model? or is it being baked into the model make that impossible? Sorry Im pretty new to all of this :). Thank you for all your helpful insight!!

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