tg626 Posted July 23, 2014 Share Posted July 23, 2014 (edited) What Starwaster said. Editing your save file could work, but it might be very complex depending on how advanced you are and how complex your craft is.Edit how? Or as Starwaster seems to suggest, do I have to read 184 pages to try and find it?EDIT: Well I found rc.stack in the save file (so glad we can have our own named saves now) but I'm a little lost on what needs to be altered. Fwiw there is a rc.stack part that is part of the vessel, I mention this just in case the intention was to manually put the chute back after it had been lost. It appears to me it isn't lost, at least not YET in the save file I am looking at....EDIT2: Reload with v1.2.2.2 installed. No joy.Here's the "part" section of my save file... PART { name = RC.stack uid = 2399009926 mid = 2316873231 launchID = 11 parent = 0 position = 0,1.3105583190918,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 0 dstg = 0 sqor = 0 sidx = 1 attm = 0 srfN = None, -1 attN = top, 18 attN = bottom, 0 mass = 0.4809169 temp = -869.1506 expt = 0.5 state = 0 connected = True attached = True flag = FederalProductions/Flags/KSPA rTrf = RC.stack EVENTS { } ACTIONS { } MODULE { name = RealChuteModule isEnabled = True caseMass = 0.35 cutSpeed = 0.5 timer = 0 mustGoDown = True deployOnGround = False spareChutes = 5 initiated = True capOff = False wait = True armed = False oneWasDeployed = False staged = False launched = True baseDrag = 0.32 chuteCount = 5 EVENTS { GUIDeploy { active = True guiActive = True guiIcon = Deploy Chute guiName = Deploy Chute category = Deploy Chute guiActiveUnfocused = True unfocusedRange = 5 externalToEVAOnly = True } GUICut { active = False guiActive = True guiIcon = Cut main chute guiName = Cut chute category = Cut main chute guiActiveUnfocused = True unfocusedRange = 5 externalToEVAOnly = True } GUIArm { active = False guiActive = False guiIcon = Arm parachute guiName = Arm parachute category = Arm parachute guiActiveUnfocused = True unfocusedRange = 5 externalToEVAOnly = True } GUIDisarm { active = True guiActive = False guiIcon = Disarm parachute guiName = Disarm parachute category = Disarm parachute guiActiveUnfocused = False unfocusedRange = 5 externalToEVAOnly = True } GUIRepack { active = True guiActive = False guiIcon = Repack chute guiName = Repack chute category = Repack chute guiActiveUnfocused = False unfocusedRange = 5 externalToEVAOnly = True } GUIToggleWindow { active = True guiActive = True guiActiveEditor = True guiIcon = Toggle info guiName = Toggle info category = Toggle info guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ActionDeploy { actionGroup = None } ActionCut { actionGroup = None } ActionArm { actionGroup = None active = False } ActionDisarm { actionGroup = None } } PARACHUTE { material = Nylon preDeployedDiameter = 2.5 deployedDiameter = 48.5 minIsPressure = False minDeployment = 900 minPressure = False deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 parachuteName = RC_triple_canopy capName = cap2 forcedOrientation = 20 depState = STOWED } PARACHUTE { material = Kevlar preDeployedDiameter = 10.5 deployedDiameter = 20.5 minIsPressure = False minDeployment = 30000 minPressure = False deploymentAlt = 2500 cutAlt = 1000 preDeploymentSpeed = 1 deploymentSpeed = 3 parachuteName = RC_canopy2 capName = cap forcedOrientation = 20 depState = STOWED } } MODULE { name = ProceduralChute isEnabled = True caseID = 3 lastCaseID = 3 size = 4 lastSize = 4 planets = 0 presetID = 9 originalSize = (1, 1, 1) top = 0.1544 bottom = -0.1304 debut = 1 initiated = True mustGoDown = True deployOnGround = False secondaryChute = True timer = 0s cutSpeed = 0.5 spares = 5 EVENTS { } ACTIONS { } CHUTE { chuteID = 0 modelID = 1 typeID = 0 lastTypeID = 0 position = (0.0, 0.0, 0.0) isPressure = False calcSelect = True getMass = False useDry = True preDepDiam = 2.5 depDiam = 48.5 predepClause = 900 mass = 4.18 landingSpeed = 6 deceleration = 10 refDepAlt = 700 chuteCount = 1 deploymentAlt = 700 cutAlt = preDepSpeed = 2 depSpeed = 6 } CHUTE { chuteID = 1 modelID = 0 typeID = 1 lastTypeID = 1 position = (0.0, 0.0, 0.0) isPressure = False calcSelect = True getMass = True useDry = True preDepDiam = 10.5 depDiam = 20.5 predepClause = 30000 mass = 10 landingSpeed = 80 deceleration = 10 refDepAlt = 700 chuteCount = 1 deploymentAlt = 2500 cutAlt = 1000 preDepSpeed = 1 depSpeed = 3 } } } Edited July 23, 2014 by tg626 Quote Link to comment Share on other sites More sharing options...
lincourtl Posted July 23, 2014 Share Posted July 23, 2014 Thanks for all your hard work stupid_chris. You're one of the people that makes KSP such a joy. Quote Link to comment Share on other sites More sharing options...
terminalmonky Posted July 23, 2014 Share Posted July 23, 2014 I am sorry if this is redundant but i could not find anything in the thread about it. (No I did not read all 186 pages, but I scanned quite a few back.) On loading Realchute to KSP (v0.24.0.549 both 32 and 64bit) all parachutes stop working. In the VAB when you add a parachute to the ship the event is not added to staging and when you right click on the part nothing happens.I have dumped all other mods and verified KSP files from steam. Still happens. I even replaced the ModManager 2.2.0 that came with RealChute with a copy directly downloaded. No dice.This is the event in Output_log parachuteSingle(Clone) added to ship - part count: 2That is the same in both the 32 and 64bit files. I can get you the full files if needed.Any Ideas?Thanks Quote Link to comment Share on other sites More sharing options...
kalizec Posted July 23, 2014 Share Posted July 23, 2014 Indeed, thanks for everything Stupid_Chris. This mod really adds to the game. Quote Link to comment Share on other sites More sharing options...
Soda Popinski Posted July 23, 2014 Share Posted July 23, 2014 In regards to asking how I could replace the parts in the save file...Yes it would, but it would be hard and probably long unless you know my API by heart and know what is what precisely. You can try, but editing save files is very risky.That was way above my pay grade. Since I've already done my Laythe landings, I really didn't need the chutes anymore. So I did a far simpler thing, replaced all of them with strut ends. Now I can play in 0.24!Thanks for all the hard work Chris. Love this mod. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted July 23, 2014 Share Posted July 23, 2014 I am sorry if this is redundant but i could not find anything in the thread about it. (No I did not read all 186 pages, but I scanned quite a few back.) On loading Realchute to KSP (v0.24.0.549 both 32 and 64bit) all parachutes stop working. In the VAB when you add a parachute to the ship the event is not added to staging and when you right click on the part nothing happens.I have dumped all other mods and verified KSP files from steam. Still happens. I even replaced the ModManager 2.2.0 that came with RealChute with a copy directly downloaded. No dice.This is the event in Output_log parachuteSingle(Clone) added to ship - part count: 2That is the same in both the 32 and 64bit files. I can get you the full files if needed.Any Ideas?ThanksThat sounds like your RealChute is several versions behind. You don't say what version you have. You need to have the very latest, 1.2.2.2Also, the full output_log.txt file would have been nice; that one line excerpt says nothing. (sorry but it doesn't)(if you had included your output_log.txt file - dropbox.com is good for that - everyone would know what version of RC you have already, and it's really necessary for any real troubleshooting) Quote Link to comment Share on other sites More sharing options...
terminalmonky Posted July 23, 2014 Share Posted July 23, 2014 That sounds like your RealChute is several versions behind. You don't say what version you have. You need to have the very latest, 1.2.2.2Also, the full output_log.txt file would have been nice; that one line excerpt says nothing. (sorry but it doesn't)(if you had included your output_log.txt file - dropbox.com is good for that - everyone would know what version of RC you have already, and it's really necessary for any real troubleshooting)Thanks Starwaster.I am on 1.2.2.2. Have redownloaded from both mediafire and kerbalstuff. I will post here in a moment with a DB link to both my output_log files. This is happening in both 32bit and 64. I didn't go through putting them up before because I wasn't sure if this was an easy fix mistake on my part or not. Quote Link to comment Share on other sites More sharing options...
terminalmonky Posted July 23, 2014 Share Posted July 23, 2014 That sounds like your RealChute is several versions behind. You don't say what version you have. You need to have the very latest, 1.2.2.2Also, the full output_log.txt file would have been nice; that one line excerpt says nothing. (sorry but it doesn't)(if you had included your output_log.txt file - dropbox.com is good for that - everyone would know what version of RC you have already, and it's really necessary for any real troubleshooting)Here are my output_logs for both 32 and 64 bit. https://www.dropbox.com/s/pyhvcsmjw7ro1du/32bit%20output_log.txthttps://www.dropbox.com/s/ekg9gihzm6dlzb4/64bit%20output_log.txtThanks for everyone's time and help on this.And a huge thanks to Stupid_Chris for putting his time and heart into making and maintaining this mod. Quote Link to comment Share on other sites More sharing options...
terminalmonky Posted July 23, 2014 Share Posted July 23, 2014 Here are my output_logs for both 32 and 64 bit. https://www.dropbox.com/s/pyhvcsmjw7ro1du/32bit%20output_log.txthttps://www.dropbox.com/s/ekg9gihzm6dlzb4/64bit%20output_log.txtThanks for everyone's time and help on this.And a huge thanks to Stupid_Chris for putting his time and heart into making and maintaining this mod.Just found this in the 64bit output_logPartLoader: Compiling Part 'Squad/Parts/Utility/parachute_single/part/parachuteSingle'(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Added sound_parachute_open to FXGroup activate(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Cannot find a PartModule of typename 'RealChuteModule'(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Cannot find a PartModule of typename 'RealChuteModule'(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Cannot find a PartModule of typename 'ProceduralChute'(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Quote Link to comment Share on other sites More sharing options...
BananaDealer Posted July 23, 2014 Share Posted July 23, 2014 Updated to 1.2.2.2. Still experiencing the symmetry bug...Once a craft hits 3,000 meters, it either falls apart or the CoM gets offset and it loses control shortly after... Quote Link to comment Share on other sites More sharing options...
EthanKerbman Posted July 23, 2014 Share Posted July 23, 2014 (edited) Does that happen with existing or saved crafts only (which would be, alas, expected), or newly designed ones as well (which wouldn't) ?Do you use any other mod (RSS or FAR might explain why your threshold is 3km rather than 6km and might point to a mod interaction bug rather than one purely with RealChute), have you reproduced it methodically, if so what are the conditions ?I'm up to 50 launches on a 230 mods install since 1.2.2.2, no problems yet but I haven't tested all conditions yet. Edited July 23, 2014 by EthanKerbman Quote Link to comment Share on other sites More sharing options...
BananaDealer Posted July 23, 2014 Share Posted July 23, 2014 Does that happen with existing or saved crafts only, or newly designed ones as well ?Do you use any other mod, have you reproduced it methodically, if so what are the conditions ?I'm up to 50 launches on a 230 mods install since 1.2.2.2, no problems yet but I haven't tested all conditions yet.No, nevermind... Removed RealChutes and the issue persists... Quote Link to comment Share on other sites More sharing options...
Jahulath Posted July 23, 2014 Share Posted July 23, 2014 Sorry, just installed from your link in OP and got a CTD when I tried to update the parachute (Thought it may be helpful to post instead of just waiting dumbly for another release) hope it helps more than just ruining your day:https://www.dropbox.com/s/ttvxrzcmioshfmp/2014-07-23_201442.zip Quote Link to comment Share on other sites More sharing options...
terminalmonky Posted July 23, 2014 Share Posted July 23, 2014 Sorry, just installed from your link in OP and got a CTD when I tried to update the parachute (Thought it may be helpful to post instead of just waiting dumbly for another release) hope it helps more than just ruining your day:https://www.dropbox.com/s/ttvxrzcmioshfmp/2014-07-23_201442.zipWhat is a CTD? I am having an issue currently that may be similar. I could not open your zip. Quote Link to comment Share on other sites More sharing options...
Mystique Posted July 23, 2014 Share Posted July 23, 2014 What is a CTD? I am having an issue currently that may be similar. I could not open your zip.Crash to desktop.What is that option "automatically arm when deployed" for? And is it possible to hide that RC button from KSC screen? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted July 23, 2014 Share Posted July 23, 2014 Crash to desktop.What is that option "automatically arm when deployed" for? And is it possible to hide that RC button from KSC screen?It means that if the chute does not meet conditions for deployment that it will arm itself instead. If a chute meets deployment consitions while armed, it will deploy at that time. that matches stock chute behavior. Also, a chute configured to deploy on ground contact is considered armed for that condition at all times. (i.e. drag chute) Quote Link to comment Share on other sites More sharing options...
Kolago Posted July 23, 2014 Share Posted July 23, 2014 (edited) With 1.2.2.2 the midair problem seems to be solved. For the symmetry problem: my experience is that the symmetry isn't really the problem. With just one in-line chute there is still a drag to one side but weaker, so SAS can compensate. This problem scales with chute count, mass or aerodynamic surface area and speed of the rocket. Edited July 23, 2014 by Kolago Quote Link to comment Share on other sites More sharing options...
Initar Posted July 23, 2014 Share Posted July 23, 2014 With 1.2.2.2 the midair problem seems to be solved. For the symmetry problem: my experience is that the symmetry isn't really the problem. With just one in-line chute there is still a drag to one side but weaker, so SAS can compensate. This problem scales with chute count, mass or aerodynamic surface area and speed of the rocket.Thats strange. I don't get any of those issues any more. Did you made the craft with a previous version? You gotta replace them all after update. Quote Link to comment Share on other sites More sharing options...
tg626 Posted July 23, 2014 Share Posted July 23, 2014 .....And is it possible to hide that RC button from KSC screen?Yes, press "h" Quote Link to comment Share on other sites More sharing options...
Kolago Posted July 23, 2014 Share Posted July 23, 2014 Thats strange. I don't get any of those issues any more. Did you made the craft with a previous version? You gotta replace them all after update.I build from scratch. Its like there are invisible small drag chutes. Quote Link to comment Share on other sites More sharing options...
Kolago Posted July 24, 2014 Share Posted July 24, 2014 Looks like Ferram Aerospace Research v0.14.0.2 is the source of my problem. After removing the mod, all is back to normal. Quote Link to comment Share on other sites More sharing options...
BananaDealer Posted July 24, 2014 Share Posted July 24, 2014 Looks like Ferram Aerospace Research v0.14.0.2 is the source of my problem. After removing the mod, all is back to normal.Well yes, FAR makes major changes to the way aerodynamics work in KSP... Quote Link to comment Share on other sites More sharing options...
evil homer Posted July 24, 2014 Share Posted July 24, 2014 I am still having problems sadly. None of my chutes show up in the staging menu (VAB or launchpad) and will not activate by right clicking. Furthermore if I go on ahead with the mission like this the game flips out. The camera will lose track of the ship mid flight and my trajectory indicator in map view drastically moves around from solar escape to landed and back again continuously. Quickloading will cause this to happen as well. Truly, a bug for the ages! Quote Link to comment Share on other sites More sharing options...
acc Posted July 24, 2014 Share Posted July 24, 2014 Yeah, your "bug" is just drag Keep everything aerodynamic as possible for atmospheric flight. Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted July 24, 2014 Share Posted July 24, 2014 (edited) Thats strange. I don't get any of those issues any more. Did you made the craft with a previous version? You gotta replace them all after update.Why is that? And is this set in stone, or is Squad gonna fix this? I have dozens of crafts in flight I am still using, are you saying these will never work again after 0.24? Edited July 24, 2014 by LostOblivion Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.