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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24


stupid_chris

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So I've been using this mod for a little while now, but have started using it in conjunction with the realism overhaul mod (and it's pile of extra mods, though not RSS) and have found some strange behavior (at least with the newest version). When the chutes inflate at around 700m, the pod flips over and missiles towards the ground at extreme velocity (reentry effects play even) as if the chute is adding massive thrust rather than drag, killing itself and everything on board. I've tried adjusting settings for the chutes, but nothing has affected the outcome. I've done some searching in this thread, but I can't find any mention of a similar problem. Is this something that has been noted anywhere by anyone, or am I the only one experiencing this?

EDIT: I reverted back to 1.0.3 and the crashes immediately stopped

Edited by SpacedInvader
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May I ask something about drogue chutes? Why their resulting velocity boundaries are set so low?

What is wanted from a small and light drogue chute is to deploy as high as possible, then orient the landing craft at right vector and lower it's velocity... a bit... just to avoid the excessive reentry overheating. Gamewise it will be about 2000-1800 m/s speed.

http://arxiv.org/pdf/physics/0701094.pdf - I'm talking about reentry scheme like this. Have not heard about it's implementation in IRL crafts, but the scheme is plausible at least.

And yes - it will be REALLY NICE to see it working in KSP+FAR+DE with RealChutes. :wink:

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Thanks stupid_chris, is there a real update that I can use that won't make me so sad? :P

Hehehe, later today :)

So I've been using this mod for a little while now, but have started using it in conjunction with the realism overhaul mod (and it's pile of extra mods, though not RSS) and have found some strange behavior (at least with the newest version). When the chutes inflate at around 700m, the pod flips over and missiles towards the ground at extreme velocity (reentry effects play even) as if the chute is adding massive thrust rather than drag, killing itself and everything on board. I've tried adjusting settings for the chutes, but nothing has affected the outcome. I've done some searching in this thread, but I can't find any mention of a similar problem. Is this something that has been noted anywhere by anyone, or am I the only one experiencing this?

EDIT: I reverted back to 1.0.3 and the crashes immediately stopped

Ahh, that's weird, I guess this update came too l33t :P

May I ask something about drogue chutes? Why their resulting velocity boundaries are set so low?

What is wanted from a small and light drogue chute is to deploy as high as possible, then orient the landing craft at right vector and lower it's velocity... a bit... just to avoid the excessive reentry overheating. Gamewise it will be about 2000-1800 m/s speed.

http://arxiv.org/pdf/physics/0701094.pdf - I'm talking about reentry scheme like this. Have not heard about it's implementation in IRL crafts, but the scheme is plausible at least.

And yes - it will be REALLY NICE to see it working in KSP+FAR+DE with RealChutes. :wink:

I'm not sure I understand your question there?

Edited by stupid_chris
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Hehehe, later today :)

Ahh, that's weird, I guess this update came too l33t :P

Oh. I get it, now. Well, then.

I just installed this update, and now there are only four parachutes! What happened to all the rest? There used to be more!!!11!1!

There. We're even. :)

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Oh. I get it, now. Well, then.

I just installed this update, and now there are only four parachutes! What happened to all the rest? There used to be more!!!11!1!

There. We're even. :)

1.0.3.37

10337

1337

33

3

HL3 confirmed :P

I'll upload a new version with less dramatic accelerations later today :)

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It seems that option window doesn't accept the "wanted speed at full deployment" parameter for the drogue chute above 300 m/s. But WHY? Achieving 2 km/s is quite enough for safe reentry. We don't need to decelerate to 0.3 km/s.

What is wanted ingame: full deployment of drag chutes at 40-45 km altitude (yeah, pressure there is neglible, but on the other hand - the speed is HIGH so chute must deploy correctly), deceleration to about 2 km/s before entering denser layers of atmosphere, cut off drogue chute (to prevent it's burning), predeploy main at 1 km, deploy main at 300m, landing.

Yes, I know that actual drogue chutes deploy at 8 km. But the link in upper post is about a high-altitude/high-speed drogues, intended to lower the reentry speed and thus get rid of need for ablative shielding.

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It seems that option window doesn't accept the "wanted speed at full deployment" parameter for the drogue chute above 300 m/s. But WHY? Achieving 2 km/s is quite enough for safe reentry. We don't need to decelerate to 0.3 km/s.

What is wanted ingame: full deployment of drag chutes at 40-45 km altitude (yeah, pressure there is neglible, but on the other hand - the speed is HIGH so chute must deploy correctly), deceleration to about 2 km/s before entering denser layers of atmosphere, cut off drogue chute (to prevent it's burning), predeploy main at 1 km, deploy main at 300m, landing.

Yes, I know that actual drogue chutes deploy at 8 km. But the link in upper post is about a high-altitude/high-speed drogues, intended to lower the reentry speed and thus get rid of need for ablative shielding.

You're misinterpreting the value, this is the speed you want to have when the main chutes deploy :) Basically, this is the speed you want to have at the "mains deployment alt" altitude.

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You're misinterpreting the value, this is the speed you want to have when the main chutes deploy :) Basically, this is the speed you want to have at the "mains deployment alt" altitude.

Well... OK. Though I was using a drogue-only chute - not coupled.

But what values should I type in to achieve the abovementioned? A very-high drogue deployment and aerobraking to about 2 km/s before dangerous altitude?

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Well... OK. Though I was using a drogue-only chute - not coupled.

But what values should I type in to achieve the abovementioned? A very-high drogue deployment and aerobraking to about 2 km/s before dangerous altitude?

Change the predeployment clause to altitude, type in a very high predeployment altitude, as well as a high deployment alt and- oh alright I get it now. Yeah you'll need that field at more than 300m/s, I'll change it later before uploading again.

...Chris, that release doesn't happen to contain an April Fools prank, does it?

*suspiciousness alert*

Hmm, what makes you say that? :P

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You got me. Uninstalling the mod for now.. by the way, the prank killed the game. I need to restart KSP in order to start over the mission ;.;

A correctly working version will be uploaded ASAP, sorry for the mission, starting to realize I overlooked that aspect ._.

Try to use a drag chute on a plane. You'll see.

Edit: In fact, try to use a parachute anywhere.

How peculiar :P

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