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


stupid_chris

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The issue here was mostly caused by a recursive method I was using the get all children parts, which was probably flooding the call stack on it's own with large ships. I've changed it to a simpler non recursive method that does the same, so it should fix it.

For those who don't speak code: it'll be faster and less memory eating :P

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I've got a problem with RealChute namely that reloading the the database (from the debug menu) fails with an error from RealChute and breaks everything.
Was signaled on the last page a few pages ago, just realizing some wonderful three pages inserted themselves, already fixed.

I have got this problem (ArgumentException) with the RealChute/Parts/cone_chute/RC_cone also. I can't find a solution. Stupid_chris you mentioned a fix. Is there something we can do before the next update?

This is on a fresh install with only RC, Squad and Nasa btw. Latest MM 2.15.

Ps. Great mod!

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I've got the same problem Thor Beorn. I'm running MM 2.1.0 though. The MM that is bundled with the install is 2.0.3. It does seem to be a problem with the CFG files in the parts folder that's preventing KSP from loading.

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Could always try setting up 64-bit KSP. There's a thread with instructions in the general discussion forum.

Wait... 64-bit KSP? Without the 4GB RAM limit?

Two questions.

Is it stable (for alpha values of stable)?

Why you no linky? :huh:

:)

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I've got the same problem Thor Beorn. I'm running MM 2.1.0 though. The MM that is bundled with the install is 2.0.3. It does seem to be a problem with the CFG files in the parts folder that's preventing KSP from loading.

Upgrading to the latest MM should not cause problems I think. Actually my game loaded on start up seemingly well with RealChute, but when I recompiled the parts in the F12 menu it got messy after RC_cone was loaded.

I just realised btw, when I said I tested RC with just the stock install, I still had the TweakableParameters plugin in that install. Maybe it's a good idea to test without it.

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I have got this problem (ArgumentException) with the RealChute/Parts/cone_chute/RC_cone also. I can't find a solution. Stupid_chris you mentioned a fix. Is there something we can do before the next update?

This is on a fresh install with only RC, Squad and Nasa btw. Latest MM 2.15.

Ps. Great mod!

No, there's nothing you can do, it's a code-based problem. It's fixed though, the next update is in the works. It'll be a rather big one code wise. Nothing big for content, but basically just laying the foundations for future content :)

I've got the same problem Thor Beorn. I'm running MM 2.1.0 though. The MM that is bundled with the install is 2.0.3. It does seem to be a problem with the CFG files in the parts folder that's preventing KSP from loading.

It's not a problem related to ModuleManager.

Upgrading to the latest MM should not cause problems I think. Actually my game loaded on start up seemingly well with RealChute, but when I recompiled the parts in the F12 menu it got messy after RC_cone was loaded.

I just realised btw, when I said I tested RC with just the stock install, I still had the TweakableParameters plugin in that install. Maybe it's a good idea to test without it.

Sidenote: ModuleManager does not work if you reload the database from the debug menu anyway. And meh, it probably does not affect it.

I'll go through my mods tonight after testing it on a stock install. Are there any known incompatibilities?

Probably BTSM since it's incompatible with pretty much everything else and that the author doesn't give a flying banana fart about it. But then again it's not my problem.

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Speaking of which, since I'm working heavily on the next update, it would be a good time to say that it's going to break a lot of stuff. I know for a f act that it will break any current craft file, as well as current in-progress ships. I didn't want to have to do that, but really, doing this is going to help me sosososo much in the future to improve RealChute I had to do it. So yeah, I don't have a time yet for the update, I'd say betweem one and two week, but I cannot guarantee much right now. Ideally I'd throw this out with 0.24, but since it seems to still be far off, it'll have to do.

So yes, planify your missions with this in mind. If you have something big underway, it might be best to wait a little before updating.

Speaking of which, here is the planned feature list for RealChute 1.2

  • ConfigNode based parachutes in the Part configs. This is what is going to break everything. This however, also means you can have as many parachutes as you want on one part.
  • The ability to not use staging to activate parachutes, and therefore hide the icon when not needed.
  • A small settings window in the SpaceCenter that allows you to change some general options from in game (use staging, April Fool's joke, and arm on staging for now).
  • Numerous bug fixes and speed improvements throughout the mod

While that seems small, the first one is taking a ridiculous amount of the work for the whole update (pretty much 90% of the time is spent working on that), and it's something I've been working on for at least a good ~10-15h up to now, and I'm only halfway done.

So yeah, y'all should ready yourself for that, and hopefully I can pull this out rather soon :)

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  • ConfigNode based parachutes in the Part configs. This is what is going to break everything. This however, also means you can have as many parachutes as you want on one part.

(Edited quote for brevity) What does this mean exactly?

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SC's dire warnings...

Good idea to flag that in bold on the OP and release announcements, and keep the old version around for those who somehow manage to fail to see the warnings! (Even clever people need looking after sometimes.)

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(Edited quote for brevity) What does this mean exactly?

Basically, the PART config of a RealChute parachute will somewhat look like this:

PART
{
name = somePart
module = Part

//stuff

MODULE
{
name = RealChuteModule
//more stuff

PARACHUTE
{
//Basically this is the main parachute
}

PARACHUTE
{
//And this is the secondary parachute
}

//And so on
}
}

This will allow much more code-wise flexibility, allowing for much more parachutes on one part, widening the uses of the mod, and also breaking everything else :/

Good idea to flag that in bold on the OP and release announcements, and keep the old version around for those who somehow manage to fail to see the warnings! (Even clever people need looking after sometimes.)

Yeah, I'll add it now :)

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Do you mean the chute itself, or the chute container? If you mean the chute container:

  1. Switch to Action Groups editing.
  2. Click on the chute container.
  3. In the Real Chutes window that pops up: play with Next Size/Previous Size until the container is the right size.
  4. Click on the apply settings button right at the bottom.

If you mean the chute itself:

  1. Make sure only those parts that will be suspended by the 'chutes are attached - RealChutes will give you far too big a chute if you set things up for a re-entry capsule when the complete launcher is attached!
  2. As 1-2 above.
  3. Play with the various chute settings. Generally I just leave most things at their defaults, so I get a chute that will slow the re-entry capsule to 6m/s when dry.
  4. Click on the apply settings button at the bottom.

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Speaking of which, here is the planned feature list for RealChute 1.2

  • ConfigNode based parachutes in the Part configs. This is what is going to break everything. This however, also means you can have as many parachutes as you want on one part.

Does this mean, that I can land my 350 ton ship on any planet with atmosphere using only one parachute part?

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Speaking of which, here is the planned feature list for RealChute 1.2

  • ConfigNode based parachutes in the Part configs. This is what is going to break everything. This however, also means you can have as many parachutes as you want on one part.
  • The ability to not use staging to activate parachutes, and therefore hide the icon when not needed.
  • A small settings window in the SpaceCenter that allows you to change some general options from in game (use staging, April Fool's joke, and arm on staging for now).
  • Numerous bug fixes and speed improvements throughout the mod

What about parachute spread? Will chutes push each other away so as not to overlap?

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Does this mean, that I can land my 350 ton ship on any planet with atmosphere using only one parachute part?

You'd have to make your own part config for that, but yeah, that's what it could mean.

What about parachute spread? Will chutes push each other away so as not to overlap?

Not yet, but yes this will be a step forward into that direction :)

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Here's the most recent output_log from Launcher Data.

https://www.dropbox.com/s/i699xg9g4h69pzt/output_log.txt

I can't find a ksp.log. I think that's because I haven't been playing the game for more than 5 minutes at a time recently because I'm not properly playing while I'm having this issue seeing as it leaves half of my craft either uncontrollable or with no way home. If that isn't enough to help, tell me what I need to do to get the data needed to fix it. As I said, I don't know if realchute is causing or is affected by this problem, but it isn't working along with MechJeb, Toolbar and Kerbal Alarm Clock, being the four I know of. Thanks again stupid_chris. This is a great mod and I hope you can find what's causing the problem.

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Here's the most recent output_log from Launcher Data.

https://www.dropbox.com/s/i699xg9g4h69pzt/output_log.txt

I can't find a ksp.log. I think that's because I haven't been playing the game for more than 5 minutes at a time recently because I'm not properly playing while I'm having this issue seeing as it leaves half of my craft either uncontrollable or with no way home. If that isn't enough to help, tell me what I need to do to get the data needed to fix it. As I said, I don't know if realchute is causing or is affected by this problem, but it isn't working along with MechJeb, Toolbar and Kerbal Alarm Clock, being the four I know of. Thanks again stupid_chris. This is a great mod and I hope you can find what's causing the problem.

Actually, output_log.txt is the one you wanted. Never send ksp.log as it's pretty worthless for troubleshooting. Output_log.txt has the same messages plus errors with the function names they occurred in plus the functions those functions were called from.

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Here's the most recent output_log from Launcher Data.

https://www.dropbox.com/s/i699xg9g4h69pzt/output_log.txt

I can't find a ksp.log. I think that's because I haven't been playing the game for more than 5 minutes at a time recently because I'm not properly playing while I'm having this issue seeing as it leaves half of my craft either uncontrollable or with no way home. If that isn't enough to help, tell me what I need to do to get the data needed to fix it. As I said, I don't know if realchute is causing or is affected by this problem, but it isn't working along with MechJeb, Toolbar and Kerbal Alarm Clock, being the four I know of. Thanks again stupid_chris. This is a great mod and I hope you can find what's causing the problem.

Two things: the picture of your gamedata you posted a while ago doesn't work, aaand, this is the output_log.txt of the launcher, not the game.

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