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2in1 drogue-parachute - Module problem?


KerbMav

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So I thought, why not pack a normal parachute under a drogue and use one part for both - well, I took the Module call from a drogue and slapped it above the Module call of a normal parachute - it works! Success? Somehow it doesnt feal right.

When opening they seem to semi-deploy both, then at 2500m the drogue deploys fully and at 500m the normal parachute - but I THINK they add their DeployedDrag? Or is it always the higher number?

If they add up, I should lower the second value so the sum is right in the end.

I would also like both chutes to look different and maybe have different sizes - can I avoid fulfletched modding for starters and hack in some values and pointers to textures from other parts?

Funny thing: The open parachute part right click menu shows the Cut Chute option twice - if used once the parachute is "invisible" but continues to function.

// --- asset parameters ---

mesh = model.mu

scale = 0.1

rescaleFactor = 1

// --- node definitions ---

// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size

node_stack_bottom = 0.0, -0.020649, 0.0, 0.0, 1.0, 0.0, 1

node_attach = 0.0, -0.020649, 0.0, 0.0, -1.0, 0.0

// --- FX definitions ---

sound_parachute_open = activate

sound_parachute_single = deploy

// --- editor parameters ---

cost = 400

category = Utility

subcategory = 0

title = Mk25-2n1 Parachute

description = The large Mk25-2n1 combines the drogue with a regular parachute.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,0,0,1,0

// --- standard part parameters ---

mass = 0.4

dragModelType = default

angularDrag = 3

crashTolerance = 12

maxTemp = 3100

breakingForce = 100

breakingTorque = 50

stageOffset = -1

// ----- DO NOT EDIT BELOW THIS POINT ------

MODULE

{

name = ModuleParachute

invertCanopy = true

autoCutSpeed = 0.5

capName = cap

canopyName = canopy

semiDeployedAnimation = semiDeployLarge

fullyDeployedAnimation = fullyDeployLarge

stowedDrag = 0.22

semiDeployedDrag = 4

fullyDeployedDrag = 170

minAirPressureToOpen = 0.007

deployAltitude = 2500

deploymentSpeed = 1

semiDeploymentSpeed = 1

}

MODULE

{

name = ModuleParachute

invertCanopy = true

autoCutSpeed = 0.5

capName = cap

canopyName = canopy

semiDeployedAnimation = semiDeployLarge

fullyDeployedAnimation = fullyDeployLarge

stowedDrag = 0.22

semiDeployedDrag = 1

fullyDeployedDrag = 500

minAirPressureToOpen = 0.01

deployAltitude = 500

deploymentSpeed = 1

semiDeploymentSpeed = 1

}

}

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First off, they seem to be referencing the same 'canopy' model, which refers to the actual chute mesh. Yes, physics is taking into account the drag of both chutes so you are getting drag from both.

To change the appearances and to get different looking chutes, you'll need to actually do some modeling work. If you want some ideas, there is a similar parachute featured in the HOME mod.

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Found these commands in the Kerbal Parachute Mod from Kreuzung / Vanguard Technologies - are these mod specific or standard?

Although putting it in my part.cfg made it fail to work.

//x and y scale for when in semi mode... so the actual parachute area in semi mode is semiDeployedFraction^2

semiDeployedFraction = 0.25

//thought it whould be nice if the chute was higher in semi mode

semiDeployedHeight = 1.25

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