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Deployed Parachutes Aren't Visible After Loading A Quicksave


QwertyHpp

Bug Report

Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 11 | CPU: Intel i9-9750H | GPU: RTX3060 | RAM32GB

 

When reloading a quicksave where parachutes were deployed - they no longer are. The game still appears to have them in the deployed state though - the parts manager displays the "cut' button - which after cutting, repacking and deploying the chute(s) they deploy as normal. Either redeploying one of the chutes or just opening and closing the parts manager seems to trigger the rest of the chutes to realize they are deployed as well.

 

 

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quicksave_81.json

Edited by The Space Peacock
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On 2/2/2024 at 2:45 PM, jclovis3 said:

Devs: Why are we cutting parachutes that can be repacked? There should be no cut action. The repack parachutes presumably uses a motor to pull them back in so how would it pull a parachute back in that was cut? If a parachute was cut, we should not be able to repack it, especially while flying. Just do away with cut and jump straight to repack. Additionally, maybe set the Arm or Deploy action to automatically repack first if it is not packed.

Agree, an cut parachute should not be able to repack and repacking should require an kerbal. Yes you could make an robot for this but it would be huge and only relevant for mass use. 
Yes its handy to repack and reuse the parachute on an probe landed on Duna but does not make sense at the level of realism present in KSP. 

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Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 10 | CPU: AMD Ryzen 5 5600G | GPU: NVIDIA Geforce GTX 1660 | RAM16GB

I noticed this when I had made a lander and left it, then came back to it today. The parachute itself was labelled as opened (or unpacked) but visually it was closed (or packed).
To replicate:
1. Launch any vehicle with a parachute.
2. Open the parachute, and land it.
3. Save and reload, and the parachute now appears to not have been used, but the PM asks if you want to re-pack it
Image below

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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 10 | CPU: i77700 | GPU: gtx1080 | RAM16gb

When loading a save where the parashotes were open they load as retracted instead of open

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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 11 | CPU: 11th gen Intel i5-1135G7 | GPU: Intel iRISx | RAM16GB

 

Title: Open parachutes do not save/load correctly

Severity: medium

Frequency: high

Description:  Saving a game with a craft with open parachutes and loading that save causes the parachutes to disappear. The parts manager still recognized that they were deployed, but they were no longer working, as if the parachutes had been ripped off.

 

The severity is medium because the only option is to cut/repack/deploy them again. But this is not a perfect workaround, because if the craft is near the ground, the parachutes don't have enough time to slow the craft down to its pre-save speed. You can imagine what happened to me :) Loading an auto-save from earlier enough that there is still time to slow down is the only option.

 

The frequency is high because this appeared to happen every time, with every save.

 

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Edited by Spicat
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: NVIDIA GeForce RTX 2060 | RAM32 GB

Severity: low

Frequency: med – not sure if it always happens, but in this case it happened on every reload

Description:  After the parachutes were already deployed I quicksaved. On reload the parachutes worked as expected but still appeared to be visually undeployed. Attempted to reload a few times, but no change.

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I am seeing this problem as well. Way too many parachutes on this craft to repack and deploy again and not enough time. Gonna have to try from an earlier save. One might think that once chutes deploy, there is not much you can do to affect how your craft lands, but this is not always true. Craft aiming to land on Eve and take off again might have things they need to do before the final landing in preparation for takeoff. Saving before staging anything is just a precaution many of us like to have and reloading that save should not make matters worse.

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Devs: Why are we cutting parachutes that can be repacked? There should be no cut action. The repack parachutes presumably uses a motor to pull them back in so how would it pull a parachute back in that was cut? If a parachute was cut, we should not be able to repack it, especially while flying. Just do away with cut and jump straight to repack. Additionally, maybe set the Arm or Deploy action to automatically repack first if it is not packed.

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Experiencing this too when doing a quick load on Lathe.  At first I thought when re-loading there was a bug and the parachutes simply weren't there!  But then I noticed the speed and figured they just aren't rendering.

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24 minutes ago, magnemoe said:

Agree, an cut parachute should not be able to repack and repacking should require an kerbal. Yes you could make an robot for this but it would be huge and only relevant for mass use. 
Yes its handy to repack and reuse the parachute on an probe landed on Duna but does not make sense at the level of realism present in KSP. 

Yes. Yes. Yes.

 

Even if you forgo the concept of mission specialists.. I think certain experiments / actions should require manual input from a kerbal.

An auto packed chute that had already encounter failure during field use would be more than even Jeb should be willing to trust.

 

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