stupid_chris Posted April 11, 2014 Author Share Posted April 11, 2014 Actually, it says "Parachutes used (parachutes)" - hence the confusionAh, well that's an error on my part. Another thing to change for next update Chris, I just wanted to say thank you for the effort you put into these chutes.All I see is a vista of bug reports and hassle for yourself so I thought it would be nice for you to have a post that just said thanks.So,Thank you, stupid_chris for Realchutes.Your chutes have been wonderful and I hope they become stock soon (if that is what you would want)Thank you, I'm always glad to know people are liking what I do Quote Link to comment Share on other sites More sharing options...
Quiana Posted April 11, 2014 Share Posted April 11, 2014 Ah, well that's an error on my part. Another thing to change for next update Thank you, I'm always glad to know people are liking what I do Indeed, I find myself almost tempted to remove the stock parachute and shift some tech-tree use of your chutes around. The ability to tweak the parachutes as desired makes them infinitely more valuable to me for rocket use. The solution in design shouldn't always be 'strap more on' when you can design 'better' chutes for the situation. Quote Link to comment Share on other sites More sharing options...
Mystique Posted April 11, 2014 Share Posted April 11, 2014 (edited) Something is very wrong here =\As you can see on screenshots, chute should behave completely normal (I actually didn't even play with settings). Instead only one canopy actually deployes, 2nd stayed predeployed till landing. Good thing I brought airbags for this mission.Any ideas why this could've happened?Did another launch of the same craft, just in case - same result: Edited April 11, 2014 by Mystique Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted April 11, 2014 Author Share Posted April 11, 2014 As said on the previous pages, there's a bug with secondary chutes on stack chutes. It's fixed for next release but I'm not ready to push that one yet. And I still can't edit my OP either >.> Worked this time woot, issues list updated. Quote Link to comment Share on other sites More sharing options...
Mokmo Posted April 11, 2014 Share Posted April 11, 2014 My weird behavior from the chutes: using the inline chute, somehow a setting gets lost and only one of the two chutes fully deploys at 700m, the other one stays half deployed until the ground. I am not sure if it's only the graphics, the pod lands at a normal-ish speed... Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted April 11, 2014 Author Share Posted April 11, 2014 My weird behavior from the chutes: using the inline chute, somehow a setting gets lost and only one of the two chutes fully deploys at 700m, the other one stays half deployed until the ground. I am not sure if it's only the graphics, the pod lands at a normal-ish speed...Look at the last post, quite literally. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 11, 2014 Share Posted April 11, 2014 My weird behavior from the chutes: using the inline chute, somehow a setting gets lost and only one of the two chutes fully deploys at 700m, the other one stays half deployed until the ground. I am not sure if it's only the graphics, the pod lands at a normal-ish speed...Look at the last post, quite literally.This one: http://forum.kerbalspaceprogram.com/threads/57988-0-23-x-RealChute-Parachute-Systems-Now-with-100-less-Kraken%21-v1-0-4-1-1-04-14?p=1085170&viewfull=1#post1085170 Quote Link to comment Share on other sites More sharing options...
Mokmo Posted April 12, 2014 Share Posted April 12, 2014 Lol i just saw this, seems i loaded the page, decided to post about the problem about 45 minutes later, and then not even look if there were new messages. I feel silly, i'll blame it on the fatigue... Quote Link to comment Share on other sites More sharing options...
Deltac Posted April 12, 2014 Share Posted April 12, 2014 I'm trying to change the config for the Apollo Parachutes for the OLDD Apollo, but I've ran into a problem:Those "balloons" are a part of the parachute model (there's only one model call in the main config for the chutes), and are supposed to show up after the chute is deployed, but the problem I'm having is before pre-deployment, the balloons are visible at launch and in the VAB. When you deploy the chute, however, the balloons disappear until after the chute has been fully opened, which is the normal operation.Simplified: The balloons are visible when they shouldn't be. The balloons are a part of the Apollo Parachute model, and activate with the chutes' animation call, not via a separate animation call.Module Manager Config:@PART[Apollo_CM_parachutes]{ maximum_drag = 0.32 !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule material = Kevlar caseMass = 0.2 preDeployedDiameter = 2.5 deployedDiameter = 50 minIsPressure = false minDeployment = 2500 deploymentAlt = 550 cutAlt = -1 timer = 0 mustGoDown = false preDeploymentSpeed = 1 deploymentSpeed = 5 cutSpeed = 0.5 preDeploymentAnimation = ParachutesSemi deploymentAnimation = ParachutesFully parachuteName = DeploySemi capName = ParachutePacks spareChutes = 5 } MODULE { name = ProceduralChute modelDiameter = 6 } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } }} Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted April 12, 2014 Author Share Posted April 12, 2014 I'd need to see the old configs to be sure, but to me it sounds as if you are setting the wrong animation names/canopy name/cap name Quote Link to comment Share on other sites More sharing options...
Deltac Posted April 12, 2014 Share Posted April 12, 2014 (edited) I'd need to see the old configs to be sure, but to me it sounds as if you are setting the wrong animation names/canopy name/cap nameNot sure if sharing configs is allowed, but since you're a moderator, here you go:PART{// --- general parameters ---name = Apollo_CM_parachutesmodule = Partauthor = DennyTX// --- asset parameters ---rescaleFactor = 1MODEL{ model = OLDD/ApolloCSM/Apollo_CM_parachutes scale = 0.64, 0.64, 0.64 rotation = 0, 0, 0 }// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, sizenode_stack_top = 0.0, 0.763, 0.0, 0.0, 1.0, 0.0, 1node_stack_bottom = 0.0, 0.763, 0.0, 0.0, 1.0, 0.0, 1// --- FX definitions ---sound_parachute_open = activate// --- editor parameters ---TechRequired = specializedControlentryCost = 5000cost = 5000category = Podssubcategory = 0title = Apollo CM triple parachutesdescription = Apollo CM triple parachutes// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,0,1,0,0// --- standard part parameters ---mass = 0.555dragModelType = defaultangularDrag = 3crashTolerance = 12maxTemp = 1000breakingForce = 100breakingTorque = 50stageOffset = -1// ----- DO NOT EDIT BELOW THIS POINT ------MODULE{ name = ModuleParachute invertCanopy = true autoCutSpeed = 0.5 capName = ParachutePacks canopyName = DeploySemi semiDeployedAnimation = ParachutesSemi fullyDeployedAnimation = ParachutesFully stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.01 deployAltitude = 500 deploymentSpeed = 1 semiDeploymentSpeed = 1 }} Edited April 12, 2014 by Deltac Quote Link to comment Share on other sites More sharing options...
CaptainKipard Posted April 12, 2014 Share Posted April 12, 2014 Chris is the secondary chute bug something that's fixable? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted April 12, 2014 Author Share Posted April 12, 2014 (edited) Not sure if sharing configs is allowed, but since you're a moderator, here you go:-snip-I'm confus ._. does the log show any red lines when you create the part in the editor? And if so can you send me your output_log.txt?Chris is the secondary chute bug something that's fixable?Not without changing the plugi- oh wow. Actually yes.Hold on I'll do a quick MM patch to fix it, can't believe I haven't thought of this before. Thanks for actually asking.Scratch that, didn't work. Will have to wait for 1.0.5, which should be next week if all goes well :/ Edited April 12, 2014 by stupid_chris Quote Link to comment Share on other sites More sharing options...
Deltac Posted April 12, 2014 Share Posted April 12, 2014 I'm confus ._. does the log show any red lines when you create the part in the editor? And if so can you send me your output_log.txt?No red lines of doom. Here's a link to the output log just in case. Quote Link to comment Share on other sites More sharing options...
Mystique Posted April 12, 2014 Share Posted April 12, 2014 Scratch that, didn't work. Will have to wait for 1.0.5, which should be next week if all goes well :/Sure. I'll tell Jeb it was just a Murphy's law in action Quote Link to comment Share on other sites More sharing options...
Deltac Posted April 12, 2014 Share Posted April 12, 2014 So any ideas for the Apollo Parachute from OLDD, or are we just going to have to pressure Denny some more? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted April 12, 2014 Author Share Posted April 12, 2014 So any ideas for the Apollo Parachute from OLDD, or are we just going to have to pressure Denny some more? None actually, I'm a pretty confused at what is happening. It might be how he build the part :/ Quote Link to comment Share on other sites More sharing options...
Capt. Hunt Posted April 13, 2014 Share Posted April 13, 2014 That first "bug" is only an aesthetics bug. It won't show anything but the values are there anyway. It's not in my field, KSP is the only thing that handles part copying, and apparently it's too dumb to properly initiate the components. So yeah, the values are applying normally, ignore it.I'd edit the OP to show this, but I'm getting 500'sThe KSP.log doesn't tell me what's going on unfortunately. I'll need your output_log.txtEDIT: I scrolled through it and it doesn't even seem any RealChute part was even present in any of the flights of this log.that's the problem, I most certainly put a Realchute part on that rocket. and for some reason it doesn't load it. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted April 13, 2014 Author Share Posted April 13, 2014 that's the problem, I most certainly put a Realchute part on that rocket. and for some reason it doesn't load it.There's a lot of errors coming from a lot of mods, mainly MechJeb, I would try removing them to see if that would be the cause of the problem. Quote Link to comment Share on other sites More sharing options...
Commissar Posted April 13, 2014 Share Posted April 13, 2014 There's a lot of errors coming from a lot of mods, mainly MechJeb, I would try removing them to see if that would be the cause of the problem.mechjeb seems to be throwing alot of errors lately... in other news, I decided to take a look at the code for RC.... it... it.... it's beautiful... lol Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted April 13, 2014 Author Share Posted April 13, 2014 mechjeb seems to be throwing alot of errors lately... in other news, I decided to take a look at the code for RC.... it... it.... it's beautiful... lolExtremely inneficient to be honest :/ I'm a science students and this is merely a hobby, Kethane has some much better code to look at tbh Quote Link to comment Share on other sites More sharing options...
Commissar Posted April 13, 2014 Share Posted April 13, 2014 Extremely inneficient to be honest :/ I'm a science students and this is merely a hobby, Kethane has some much better code to look at tbhto be honest, i'm a computer science student, and all I know is java, lol Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted April 13, 2014 Author Share Posted April 13, 2014 (edited) So for those interested by the secondary chute bug.case DeploymentStates.DEPLOYED: { FollowDragDirection(secParachute, GetForcedVector(secParachute, secForcedOrientation)); ParachuteNoise(secParachute); this.part.rigidbody.AddForceAtPosition(DragForce(secPreDeployedArea, secDeployedArea, secMat.dragCoefficient, secDeploymentSpeed, false), secForcePosition, ForceMode.Force); { secDragTimer.Reset(); secDragTimer.Start(); this.part.PlayAnimation(secDeploymentAnimation, 1 / secDeploymentSpeed); this.secPlayed = true; } break; }This is the relevant code to the issue. This basically controls the secondary deployment. It should've said this:case DeploymentStates.DEPLOYED: { FollowDragDirection(secParachute, GetForcedVector(secParachute, secForcedOrientation)); ParachuteNoise(secParachute); this.part.rigidbody.AddForceAtPosition(DragForce(secPreDeployedArea, secDeployedArea, secMat.dragCoefficient, secDeploymentSpeed, false), secForcePosition, ForceMode.Force); [COLOR="#FF0000"][B]if (!this.part.CheckAnimationPlaying(secPreDeploymentAnimation) && !this.secPlayed)[/B][/COLOR] { secDragTimer.Reset(); secDragTimer.Start(); this.part.PlayAnimation(secDeploymentAnimation, 1 / secDeploymentSpeed); this.secPlayed = true; } break; }Basically, the bolded part is what controls the access to this short block below. Without it, this block would run every frame... and thus, the animation would be resetted every frame, and the drag as well. So it just appeared to never deploy, while it was constantly deploying over and over again, but just resetted itself each frame. Yay for typos that don't throw errors but completely render your code unfunctional. Edited April 13, 2014 by stupid_chris Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 13, 2014 Share Posted April 13, 2014 So for those interested by the secondary chute bug.Basically, the bolded part is what controls the access to this short block below. Without it, this block would run every frame... and thus, the animation would be resetted every frame, and the drag as well. So it just appeared to never deploy, while it was constantly deploying over and over again, but just resetted itself each frame. Yay for typos that don't throw errors but completely render your code unfunctional.Yeah, those are always fun. How do you expect me to find you, bug, when you don't throw errors???Playing 'find the missing brace' is also good fun.Or writing several hundred lines of code without trying to compile once and then wondering at the end which part is keeping you from compiling... Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted April 13, 2014 Author Share Posted April 13, 2014 Or writing several hundred lines of code without trying to compile once and then wondering at the end which part is keeping you from compiling...I relate to this on an emotional level. Literally the transition from v0.3 -> v1.0EDIT: and oh wow that was my 4000th post Quote Link to comment Share on other sites More sharing options...
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