Chippy the Space Dog Posted June 13, 2016 Share Posted June 13, 2016 (edited) 28 minutes ago, Starwaster said: If the 'must go down' option is enabled then those chutes won't deploy until they have negative vertical velocity. (down) Also, Stage Recovery doesn't require the chutes to have been deployed or (at least last time I checked) to have even been armed. All it requires is that they are on the part(s) you want recovered. Thanks Starwaster. The 'must go down' effect is enabled, but my issue is the booster stage smashing into the ground without chutes opening, so it's fair to say there was some downward motion I suspect I'm not getting the stage back because it is still in render range, so it's destroyed rather than recovered. I only mentioned stage recovery really to explain my motives for chuting the spent stages. I did a little more experimenting, switching between the stages during descent. And it looks like every time I switch active vessel the chutes disarm. Edited June 13, 2016 by Chippy the Space Dog typo Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 13, 2016 Share Posted June 13, 2016 8 minutes ago, Chippy the Space Dog said: Thanks Starwaster. The 'must go down' effect is enabled, but my issue is the booster stage smashing into the ground without chutes opening, so it's fair to say there was some downward motion I suspect I'm not getting the stage back because it is still in render range, so it's destroyed rather than recovered. I only mentioned stage recovery really to explain my motives for chuting the spent stages. I did a little more experimenting, switching between the stages during descent. And it looks like every time I switch active vessel the chutes disarm. Point conceded. If they smashed into the ground then maybe there's a possibility that they were heading downwards I wonder if maybe setting the timer on them might help? (it's in the settings screen for the chutes when you're editing them...) Quote Link to comment Share on other sites More sharing options...
Chippy the Space Dog Posted June 13, 2016 Share Posted June 13, 2016 1 minute ago, Starwaster said: Point conceded. If they smashed into the ground then maybe there's a possibility that they were heading downwards I wonder if maybe setting the timer on them might help? (it's in the settings screen for the chutes when you're editing them...) Thank you, I'll see if that's practical. I suspect if the chute is disarming the timer will disarm too. I expect to be reusing this rocket 4-5 times only, and I doubt after that I'll have issues later with not getting out of range. I only stage it just now because it seems to survive re-entry in 2 parts, but not in one. It's extremely early in the game and the rockets aren't -that- expensive, so I can swallow the loss. I only brought it up because I know that when not using Realchute chutes on other stages do deploy when in visual range is all. Quote Link to comment Share on other sites More sharing options...
Smurfalot Posted June 14, 2016 Share Posted June 14, 2016 I stopped playing for awhile and came back to find that the reentry physics were a bit more lethal than I remember a year or so ago. For the first time I am considering the use of a drogue chute, but I must confess I do not really see the point of using drogues if they deploy at basically the same speeds as a regular chute. Why bother? What is the point of a drogue chute if it does not actually slow down the hot part of your reentry? Please help me understand. Quote Link to comment Share on other sites More sharing options...
evileye.x Posted June 15, 2016 Share Posted June 15, 2016 Drogue chutes have higher safe speeds, that's the point. Quote Link to comment Share on other sites More sharing options...
softweir Posted June 15, 2016 Share Posted June 15, 2016 The default deployment speed is the same, but you can tweak it so it deploys at a much high altitude and speed without destroying it. Quote Link to comment Share on other sites More sharing options...
subyng Posted June 21, 2016 Share Posted June 21, 2016 On 6/13/2016 at 2:48 AM, Chippy the Space Dog said: Hi folks. I'm sorry that I havent supplied a log at this stage, as I just want to ask a general question. I'm using stage recovery to recover spent stages so I fit chutes onto my booster stage. I have a rocket with 4 chutes, two on the booster and two on the payload. All 4 chutes are configured identically and armed at the same time. After I separate my stages, thechutes on my payload (active vessel) deploy, but the chutes on my free falling booster don't, even while the stage is still in render range. When not using realchute this generally works for me. Is this a known issue or am I doing something wrong? I'm having a similar but opposite problem. I'm using Stage Recovery and while I'm aware you don't need to deploy the parachutes, it can be useful to slow down dropped stages from smashing into the ground before they leave physics range. However, the problem is that armed parachutes on detached stages doesn't obey the "must be going down" deployment parameter. They will deploy instantly once separated. Quote Link to comment Share on other sites More sharing options...
Jackaroo0505 Posted June 24, 2016 Share Posted June 24, 2016 On 4/24/2016 at 6:18 PM, jstnj said: KSP: KSP: 1.1 (Win64) - Unity: 5.2.4f1 - OS: Windows 10 (10.0.0) 64bit Problem: RealChute size uncustomizable Mods installed: Filter Extensions - 2.5 AutoAsparagus - 2.2 Chatterer - 0.9.8.1230 Community Resource Pack - 0.5 Connected Living Space - 1.2.0.9 Contract Configurator - 1.10.4 Contract Pack: Clever Sats - 1.0.0.1 Contract Pack: Field Research - 1.1.7 Contract Pack: Giving Aircraft a Purpose - 1.2.3 Contract Pack: Bases and Stations - 3.2.1 Contract Pack: RemoteTech - 2.0.2 Contract Pack: Grand Tours - 0.1.10 Rover Missions - 0.1.3 Contract Pack: Unmanned Contracts - 0.3.19.1 DMagic Orbital Science - 1.2.3 CapCom Mission Control On The Go - 1.0.2.1 Contracts Window Plus - 1.0.6.2 Dynamic Deflection - 1.2.1 EditorExtensionsRedux - 3.2.1.9 Ferram Aerospace Research - 0.15.6.1 Firespitter - 7.2.1 Kerbal Engineer Redux - 1.1.0.2 Kerbal Joint Reinforcement - 3.1.5 Advanced Fly-By-Wire - 1.7 KSP-AVC Plugin - 1.1.6.1 KWRocketryRedux - 3.0.1 Modular Rocket Systems - 1.12.6 ModularFlightIntegrator - 1.1.3 Docking Port Alignment Indicator - 6.3 EVAHandrailsPackContinued - 0.2.1.1 Pilot Assistant - 1.12.5 PlanetShine - 0.2.5 Procedural Parts - 1.2 RealChute - 1.4 RealPlume - Stock - 0.10.6 Real Scale Boosters - 0.12.2 RemoteTech - 1.6.11 SCANsat - 1.1.6 ShipManifest - 5.0.9 SpaceTux: Shared Assets - 0.3.9 TextureReplacer - 2.4.13 Universal Storage - 1.1.0.11 Waypoint Manager - 2.5 WildBlueTools - 1.1.1 Mark One Laboratory Extensions - 0.5.0.8 Reproduction steps: Go to VAB, try to change size: also, is the node supposed to attach like this? That is A LOT of mods. My computer can't even handle Half of it. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted June 29, 2016 Share Posted June 29, 2016 Hello and greetings to all. I am trying to realchutes basically do the following. 1. Ability to arm chutes prior to 'stage' event 2. The armed chutes can set to deploy only when going down AND 3. Once they have started heading down to use the timer to wait for a set length of time prior to start of deployment. There is the options to set this, but it seems that even with the must go down to deploy, if the 'wait' option is set it overrides the 'must go down'. Is there any way to cascade these options? Basically to make them 'And' with each other and also ability to have the options "Or'd" as well. Thanks for this great mod. Have used it since it came out. Great stuff SC. also, how's Gunther these days???? Cheers. Quote Link to comment Share on other sites More sharing options...
Joeybafoey Posted June 29, 2016 Share Posted June 29, 2016 I don't know how open to suggestions you are, but I think an LES that is compatable with this mod would be a great feature. My reason being that if you abort on the ground or too close to the ground, you crash because your parachutes don't have time to deploy. Downloading a whole other mod with loads of parts other than an LES just to get an LES seems silly if you're not going to use the other parts in the mod. Creating one out of existing parts in-same defeats the purpose of having a stock one. If there is a mod that adds just a better LES and I'm missing it, can someone tell me? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 30, 2016 Share Posted June 30, 2016 @Jackaroo0505 You need to open the Action Group Editor in order to edit chute parameters. If you are in Career Mode and haven't unlocked the AGE then right click the chute and click 'toggle info' @Joeybafoey I don't think there is an LES only mod. The KSP stock LES however can be made serviceable with the following Module Manager patch as of KSP 1.1.2 @PART[LaunchEscapeSystem] { @MODULE[ModuleEnginesFX] { transformMultipliers { trf0 = 0.0027 trf1 = 0.249325 trf2 = 0.249325 trf3 = 0.249325 trf4 = 0.249325 } } } That will steer it to one side without causing it to do cartwheels. Quote Link to comment Share on other sites More sharing options...
Joeybafoey Posted June 30, 2016 Share Posted June 30, 2016 10 minutes ago, Starwaster said: @PART[LaunchEscapeSystem] { @MODULE[ModuleEnginesFX] { transformMultipliers { trf0 = 0.0027 trf1 = 0.249325 trf2 = 0.249325 trf3 = 0.249325 trf4 = 0.249325 } } } This is kind of embarassing: I have no idea how to apply that to the game. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 30, 2016 Share Posted June 30, 2016 (edited) 14 minutes ago, Joeybafoey said: This is kind of embarassing: I have no idea how to apply that to the game. Create a file name LES_Fix.cfg Edit that file and paste the contents into it. Then save. And you need to have Module Manager installed. But since you already have mods installed you probably already have MM. (basically it's a patch that gets applied to the game when you launch KSP) Edited June 30, 2016 by Starwaster Quote Link to comment Share on other sites More sharing options...
Pirke Posted July 2, 2016 Share Posted July 2, 2016 Just to let you know, real chute and kerbal inventory system don't work properly together: Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted July 5, 2016 Share Posted July 5, 2016 On 7/2/2016 at 5:33 PM, Pirke said: Just to let you know, real chute and kerbal inventory system don't work properly together: Just to be clear..... The thread you quoted was for KAS (Kerbal Attachment System). This is a totally different thing from Kerbal Inventory Ssytem (KIS). KAS currently works with 1.1.3, KIS does not. So if you really are using KIS instead of KAS, that would be your problem. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 7, 2016 Share Posted July 7, 2016 On 6/29/2016 at 7:23 PM, Joeybafoey said: I don't know how open to suggestions you are, but I think an LES that is compatable with this mod would be a great feature. My reason being that if you abort on the ground or too close to the ground, you crash because your parachutes don't have time to deploy. Downloading a whole other mod with loads of parts other than an LES just to get an LES seems silly if you're not going to use the other parts in the mod. Creating one out of existing parts in-same defeats the purpose of having a stock one. If there is a mod that adds just a better LES and I'm missing it, can someone tell me? Take a look at this: Quote Link to comment Share on other sites More sharing options...
Joeybafoey Posted July 7, 2016 Share Posted July 7, 2016 19 hours ago, linuxgurugamer said: Take a look at this: I totally saw that on Spacedock like 5 secs before seeing this Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 16, 2016 Share Posted July 16, 2016 The realchute MM config is not playing nice with the FASA mod now causes the rockets to flip on ascent Quote Link to comment Share on other sites More sharing options...
Marcelo Silveira Posted July 27, 2016 Share Posted July 27, 2016 On 16/07/2016 at 8:34 PM, Virtualgenius said: The realchute MM config is not playing nice with the FASA mod now causes the rockets to flip on ascent That happens because the drag cube system used by the FASA's parachutes. You can fix it by commenting (or removing, ¯\_(ツ)_/¯) the DRAG_CUBE and MdoduleDragModifier inside the parachutes cfg file. like this: Spoiler MODULE { name = ModuleParachute semiDeployedAnimation = semiDeploy fullyDeployedAnimation = fullyDeploy invertCanopy = true autoCutSpeed = 0.5 capName = cap canopyName = canopy stowedDrag = 0.20 semiDeployedDrag = 5 fullyDeployedDrag = 650 minAirPressureToOpen = 0.02 deployAltitude = 250 deploymentSpeed = 0.15 semiDeploymentSpeed = 0.5 chuteMaxTemp = 1800 chuteThermalMassPerArea = 0.1 heatConductivity = 0.01 // autoDeployDelay = 3 } // DRAG_CUBE // { // cube = PACKED, 0.1568751,0.6572061,0.4137059, 0.1568751,0.6572724,0.4137059, 0.2767665,0.6422904,0.3861047, 0.2767665,0.8637785,0.176505, 0.1602633,0.6481676,0.614841, 0.1602633,0.6762733,0.6371409, 6.735325E-06,0.103434,0.01847693, 0.6306692,0.3626097,0.6123547 // cube = SEMIDEPLOYED, 7.525329,0.2318662,0.5391445, 7.525329,0.227902,0.5391445, 0.5277259,0.06571814,4.172107, 0.5277259,0.1769343,14.9913, 7.588403,0.2288947,0.7006975, 7.588403,0.2283394,0.7967932, 6.556511E-07,8.838122,1.147389E-05, 0.8259839,17.83199,0.8210163 // cube = DEPLOYED, 72.87113,7.589109,4.578267, 72.87113,7.573455,4.578267, 52.80032,8.565606,4.172107, 52.80032,6.532588,14.9913, 73.68147,7.515025,4.551372, 73.68147,7.478681,4.551372, 6.67572E-06,8.838122,0.0001244545, 8.25984,17.83199,8.210144 // } // MODULE // { // name = ModuleDragModifier // dragCubeName = SEMIDEPLOYED // dragModifier = 2 // } // MODULE // { // name = ModuleDragModifier // dragCubeName = DEPLOYED // dragModifier = 16 // } MODULE { name = ModuleTestSubject environments = 4 useStaging = True useEvent = False } Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted July 29, 2016 Share Posted July 29, 2016 (edited) RealChute Stack Chute does not have any entry for CLS - meaning it blocks crew transfers across it using ShipManifest. Fuel and power seem to work OK Edited July 29, 2016 by Murdabenne typo Quote Link to comment Share on other sites More sharing options...
Starwaster Posted July 29, 2016 Share Posted July 29, 2016 4 hours ago, Murdabenne said: RealChute Stack Chute does not have any entry for CLS - meaning it blocks crew transfers across it using ShipManifest. Fuel and power seem to work OK Why should RC have configs for other mods like that? Even assuming that the part was meant to allow crew transfers. Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted July 29, 2016 Share Posted July 29, 2016 You post sounds a bit hostile - why are you questioning someone reporting a possible bug? All I was doing is dropping the author a line about a possible bug or missing functionality. Its not a criticism of the pack, its the right thing to do, to share a possible defect or improvement. OK, lest answer your questions - Why, Starwaster? Because most part sets that have adapter pieces do that for the more popular addons. For instance, Dr Chop's part set that have modular parachute adapter which allows you to put chutes on the nose and still use it as a docking attachment. Or USI, and the other big part sets. Its common practice to toss in a cfg script for module manager to handle compatibility, because few people use just a single addon. Also, addressing the "assuming it was meant to allow passage": if its not supposed to allow crew passage then perhaps it should be marked as such. Right now, unlike the great nosecone parachutes, it is flat, the right size, and has graphics that indicate it can be used as an attach point for a docking port on top of the capsule, where they usually go. And where a pass thru with a parachute function would be ideal. Just like the Apollo capsules. So its not an unwarranted assumption. All that is needed is modmanager cfg entry that goes something like this: @PART[WhataeverItsCalled]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true } } I have this in my private mod scripts to fix it, but I figured the author might want to know and prevent other people from having the same problem, save some time/hassle for his users. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted July 29, 2016 Share Posted July 29, 2016 @Murdabenne you're reading something into my reply that's just not there if you think it's hostile. Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted July 30, 2016 Share Posted July 30, 2016 @Murdabenne a modder that has created a mod is not required to include compatibility for another mod. If a modder wishes to include such functionality then OK, if not then it is up to user (like you did with the example) to create and submit said patches. Quote Link to comment Share on other sites More sharing options...
Commissar Posted August 1, 2016 Share Posted August 1, 2016 (edited) would it be possible to add an autocut delay option... i.e. delay the chutes cut at landing by a few seconds... useful for long craft that land on one end and then fall down... intentionally. would look into it myself.. but i don't know c#... just some java Edited August 1, 2016 by Commissar Quote Link to comment Share on other sites More sharing options...
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