Jump to content

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


stupid_chris

Recommended Posts

Ok figured out my last issue but now having a freeze during KSP loading. Below is the last few lines of output_log.txt.

Anyone have an idea? Thanks everyone.


(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

PartLoader: Compiling Part 'Squad/Parts/Utility/parachuteDrogue/part/parachuteDrogue'

(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)

ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index
at System.Collections.Generic.List`1[RealChute.Parachute].get_Item (Int32 index) [0x00000] in <filename unknown>:0

at RealChute.RealChuteModule.GetInfo () [0x00000] in <filename unknown>:0

at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0

at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Here is the full log.

https://www.dropbox.com/s/nwlr9b5g0wgf130/output_log.txt

Edited by terminalmonky
Link to comment
Share on other sites

Ok figured out my last issue but now having a freeze during KSP loading. Below is the last few lines of output_log.txt.

Anyone have an idea? Thanks everyone.


(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

PartLoader: Compiling Part 'Squad/Parts/Utility/parachuteDrogue/part/parachuteDrogue'

(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)

ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index
at System.Collections.Generic.List`1[RealChute.Parachute].get_Item (Int32 index) [0x00000] in <filename unknown>:0

at RealChute.RealChuteModule.GetInfo () [0x00000] in <filename unknown>:0

at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0

at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Here is the full log.

https://www.dropbox.com/s/nwlr9b5g0wgf130/output_log.txt

Looks like you've got an outdated config file for the Squad drogue chute. Something left over from an old version. I'll look over your output_log.txt but you should delete the entire RC folder and anything else that might have come with it and reinstall with the latest version.

Edit: Damn I'm fast. I think ima ninja myself before I can come back with the answer.


HERE
[ModuleManager] Applying node Squad/Stock_RealChute_MM/@PART[parachuteDrogue] to Squad/Parts/Utility/parachuteDrogue/part/parachuteDrogue

And HERE:
[ModuleManager] Applying node RealChute/ModuleManager/Stock_RealChute_MM/@PART[parachuteDrogue]:FOR[RealChute] to Squad/Parts/Utility/parachuteDrogue/part/parachuteDrogue

See those two lines? You have two Stock_RealChute_MM.cfg files in two different locations. Those are the Module Manager files distributed by Stupid Chris with Real Chute. It looks to me like you stuck one or the other in the Squad folder, which wasn't really a good thing to do because it can cause you to become confused later (like now)

One of those files is an outdated version. I can't really tell from looking which one it is though I'd guess it's the second one since it ran second and overwrote any changes the first one made. To be sure, delete that RealChute folder like I said. Go into the Squad folder and delete the Stock_RealChute_MM folder and any other folders containing ModuleManager files for RealChute. Then go back and reinstall RealChute using the latest download. (version 1.2.2.2)

(btw, it didn't really take me 6 minutes to find, that's just how long it took to type the answer)

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?

Neither compatibility nor incompatibility is set in stone.

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! :confused:

It sounds like you need to download the very latest version of Real Chute, 1.2.2.2

You need to delete the RealChute folder from GameData, and also any of its files if you installed any of them anywhere else besides the RealChute folder.

Download 1.2.2.2 and then reinstall using the latest download.

Edited by Starwaster
Link to comment
Share on other sites

It sounds like you need to download the very latest version of Real Chute, 1.2.2.2

You need to delete the RealChute folder from GameData, and also any of its files if you installed any of them anywhere else besides the RealChute folder.

Download 1.2.2.2 and then reinstall using the latest download.

Bug persists with 1.2.2.2. I'm not sure what mod is the root of the problem. Though it doesn't seem to be directly caused by RealChute as it pops up without it as well. And with only RC it doesn't show its' ugly head...

I'm really confused since no mod I can think of that might be causing this (FAR, DRE, RC...) seems to be the problem maker...

Link to comment
Share on other sites

Looks like you've got an outdated config file for the Squad drogue chute. Something left over from an old version. I'll look over your output_log.txt but you should delete the entire RC folder and anything else that might have come with it and reinstall with the latest version.

Edit: Damn I'm fast. I think ima ninja myself before I can come back with the answer.


HERE
[ModuleManager] Applying node Squad/Stock_RealChute_MM/@PART[parachuteDrogue] to Squad/Parts/Utility/parachuteDrogue/part/parachuteDrogue

And HERE:
[ModuleManager] Applying node RealChute/ModuleManager/Stock_RealChute_MM/@PART[parachuteDrogue]:FOR[RealChute] to Squad/Parts/Utility/parachuteDrogue/part/parachuteDrogue

Starwaster,

Thanks for the time. I figured it out. And yes I had multiple copies here and there at that point from testing. In the end I dumped KSP entirely and reloaded. Thanks again for holding a newbs hand.

Link to comment
Share on other sites

I had an odd problem: I would launcha spacecraft, and after a certain time (I wasn't sure if it was time, altitude, etc.), the camera would proceed to... change. The craft accelerated rapidly ahead of the camera, but the camera continued to follow the craft (or at least try to do so). Essentially, I watched blankly at the air as the craft raced towards space. I could still follow the craft if I zoomed out the camera to the point at which the craft was barely visible, and all but impossible to click. To add to my woes, I was able to get the craft to accelerate up to some 10 kilometers per second in Kerbin's atmosphere, at which point the craft would trace a giant circle in the sky. After wrestling the navball for several minutes, the craft finally began to descend towards the ground and, upon contact, the camera clipped through the ground to show the "black hole" inside Kerbin. Keep in mond that this was a reocurring problem, as in, I couldn't launch a craft without having it occur. I toyed around with uninstalling and reinstalling mods until I have positively confirmed that Real Chutes has caused this issue. I would assume that this mod is conflicting with one of the following mods, but that is just my best guess:

Enviornmental Visual Enhancements (E.V.E.)

Ferram Aerospace Research (FAR)

Astronomers Visual Pack (BoulderCo)

Kerbal Engineer Redux

Romfarer's Lazor system

All of these mods are widely used presently, and a catastrophic bug such as this renders this mod, the catalyst, unuseable. My best guess would be on a conflict with Kerbal Engineer, seeing as the issue popped up right around the time I tossed the device on my crafts. Again, I'm not certain it was one of those mods, but regardless, I would like to install this one. My question to you would be this:

Do you have any possible work-around im mind? If so, what? Is this a known bug, and is there any current implementation to *squish* it?

Thank you for your help, even if you don't get back to me on this.

Link to comment
Share on other sites

I had an odd problem: I would launcha spacecraft, and after a certain time (I wasn't sure if it was time, altitude, etc.), the camera would proceed to... change. The craft accelerated rapidly ahead of the camera, but the camera continued to follow the craft (or at least try to do so). Essentially, I watched blankly at the air as the craft raced towards space. I could still follow the craft if I zoomed out the camera to the point at which the craft was barely visible, and all but impossible to click. To add to my woes, I was able to get the craft to accelerate up to some 10 kilometers per second in Kerbin's atmosphere, at which point the craft would trace a giant circle in the sky. After wrestling the navball for several minutes, the craft finally began to descend towards the ground and, upon contact, the camera clipped through the ground to show the "black hole" inside Kerbin. Keep in mond that this was a reocurring problem, as in, I couldn't launch a craft without having it occur. I toyed around with uninstalling and reinstalling mods until I have positively confirmed that Real Chutes has caused this issue. I would assume that this mod is conflicting with one of the following mods, but that is just my best guess:

Enviornmental Visual Enhancements (E.V.E.)

Ferram Aerospace Research (FAR)

Astronomers Visual Pack (BoulderCo)

Kerbal Engineer Redux

Romfarer's Lazor system

All of these mods are widely used presently, and a catastrophic bug such as this renders this mod, the catalyst, unuseable. My best guess would be on a conflict with Kerbal Engineer, seeing as the issue popped up right around the time I tossed the device on my crafts. Again, I'm not certain it was one of those mods, but regardless, I would like to install this one. My question to you would be this:

Do you have any possible work-around im mind? If so, what? Is this a known bug, and is there any current implementation to *squish* it?

Thank you for your help, even if you don't get back to me on this.

We know of this problem. A lot of people have been experiencing it, both with and without RealChute. I'm trying to get to the bottom of it.

Are you using the latest version of RealChute? That's 1.2.2.2. It's supposed to "fix" the issue...

Link to comment
Share on other sites

Edit how? Or as Starwaster seems to suggest, do I have to read 184 pages to try and find it?

No, I can't even tell you like that off my head how to do it. That's why I said you really need to know how the mod works. Depending on the problem, a lot of things could be wrong here.

Just found this in the 64bit output_log


PartLoader: 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)

That shows all the symptoms of a bad install.

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

CDT could be anything, see if you can have it happen reliably, if so, come back with logs and how to do it. Else it might just be a coincidence.

What is that option "automatically arm when deployed" for? And is it possible to hide that RC button from KSC screen?

That option will arm parachutes when you deploy them through staging. And yes, you can hide it by pressing 'h'.

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.

That doesn't sound like it would be caused by RealChute, but I can't help you with just this as info, I need logs.

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! :confused:

If I had money to place, I'd say you are using crafts you made before updating to v1.2.2.2

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?

No, that's on my side. The RealChute update broke compatibility with craft files that had the parts in them. All in-flight vessels or craft files with RealChute parts will break with the new versions. And if you made crafts previous to 1.2.2.2, they might have a bug which will not be fixed by the new version, but will prevent any further bugs to happen on new crafts.

Ok figured out my last issue but now having a freeze during KSP loading. Below is the last few lines of output_log.txt.

Anyone have an idea? Thanks everyone.


(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

PartLoader: Compiling Part 'Squad/Parts/Utility/parachuteDrogue/part/parachuteDrogue'

(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)

ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index
at System.Collections.Generic.List`1[RealChute.Parachute].get_Item (Int32 index) [0x00000] in <filename unknown>:0

at RealChute.RealChuteModule.GetInfo () [0x00000] in <filename unknown>:0

at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0

at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Here is the full log.

https://www.dropbox.com/s/nwlr9b5g0wgf130/output_log.txt

Yep, outdated configs.

I had an odd problem: I would launcha spacecraft, and after a certain time (I wasn't sure if it was time, altitude, etc.), the camera would proceed to... change. The craft accelerated rapidly ahead of the camera, but the camera continued to follow the craft (or at least try to do so). Essentially, I watched blankly at the air as the craft raced towards space. I could still follow the craft if I zoomed out the camera to the point at which the craft was barely visible, and all but impossible to click. To add to my woes, I was able to get the craft to accelerate up to some 10 kilometers per second in Kerbin's atmosphere, at which point the craft would trace a giant circle in the sky. After wrestling the navball for several minutes, the craft finally began to descend towards the ground and, upon contact, the camera clipped through the ground to show the "black hole" inside Kerbin. Keep in mond that this was a reocurring problem, as in, I couldn't launch a craft without having it occur. I toyed around with uninstalling and reinstalling mods until I have positively confirmed that Real Chutes has caused this issue. I would assume that this mod is conflicting with one of the following mods, but that is just my best guess:

Enviornmental Visual Enhancements (E.V.E.)

Ferram Aerospace Research (FAR)

Astronomers Visual Pack (BoulderCo)

Kerbal Engineer Redux

Romfarer's Lazor system

All of these mods are widely used presently, and a catastrophic bug such as this renders this mod, the catalyst, unuseable. My best guess would be on a conflict with Kerbal Engineer, seeing as the issue popped up right around the time I tossed the device on my crafts. Again, I'm not certain it was one of those mods, but regardless, I would like to install this one. My question to you would be this:

Do you have any possible work-around im mind? If so, what? Is this a known bug, and is there any current implementation to *squish* it?

Thank you for your help, even if you don't get back to me on this.

You are using an outdated version. Kill all the crafts with RealChute on, and update.

Link to comment
Share on other sites

Are you using the latest version of RealChute? That's 1.2.2.2. It's supposed to "fix" the issue...

Passive agreessivity is not going to get anywhere.

The new version fixes the bug, but not backwards. Any flights or craft files which had this bug will keep having this bug.

Link to comment
Share on other sites

Passive agreessivity is not going to get anywhere.

The new version fixes the bug, but not backwards. Any flights or craft files which had this bug will keep having this bug.

I... wasn't being passive aggressive... Sorry.

I see what the problem is now...

Now if only KSPx64 was less crashy...

Edit: On a less serious note- that penguin of yours is making me dizzy...

Link to comment
Share on other sites

I... wasn't being passive aggressive... Sorry.

I see what the problem is now...

Now if only KSPx64 was less crashy...

Edit: On a less serious note- that penguin of yours is making me dizzy...

Sorry, I'm exhausted today and I maybe was a little too on the defensive, it sounded like a snarky comment to me on the first read, I apologize if I misinterpreted.

But yeah, unfortunately I can't fix the bug backwards because it's an error in the persistence file, and it's not something I can fix because once the infromation that shouild be there is gone, I can't make it magically reappear.

And heh, sorry about the penguin :P

Link to comment
Share on other sites

Passive agreessivity is not going to get anywhere.

The new version fixes the bug, but not backwards. Any flights or craft files which had this bug will keep having this bug.

I wish people would realize that sometimes modding may not always work correctly due to idiosyncrasies of the base (stock) compiled software. It is a small wonder that the many plugins work, and they work through the talents of their creators. Show respect to those creators because you are getting addons for free. Modders chose to create these addons at their very whim and share them by their benevolence. So the next time you demand that a modder fixes things so "your" game works, just remember the modder can end his/her project at the very whim he/she created it, which leaves you with a broken game.

Good work Stupid Chris, you've done great squashing bugs. You're work on realchutes is fantastic.

Link to comment
Share on other sites

I wish people would realize that sometimes modding may not always work correctly due to idiosyncrasies of the base (stock) compiled software. It is a small wonder that the many plugins work, and they work through the talents of their creators. Show respect to those creators because you are getting addons for free. Modders chose to create these addons at their very whim and share them by their benevolence. So the next time you demand that a modder fixes things so "your" game works, just remember the modder can end his/her project at the very whim he/she created it, which leaves you with a broken game.

Good work Stupid Chris, you've done great squashing bugs. You're work on realchutes is fantastic.

We got that little misunderstanding sorted out already, you might wanna wish to read the following posts before blindly rushing to the defence.

That said, the things you say are true... Misdirected, but true.

Link to comment
Share on other sites

Aye, it did get sorted out. But thanks. It's nice to have something else than half-made bug reports in here.

Yeah, that's a first! :P

But seriously, I really appreciate your patience and work for this mod. It works without a flaw since the last update (at least so far).

Donated 5$ (~3.58€) via the link on your first post for enriching my gameplay experience! :D

(EDIT: Man, I noticed I donated to you in the past already... I don't know what makes me so obsessed with this mod, that I can't help but throw money at the screen! xD There must be a hidden message in your profile picture...)

Edited by BigNose
Link to comment
Share on other sites

I feel stupid but I gotta ask: I don't understand how github works. Is there a way to only download the GameData folder or do I have to download the entire master ?

The dowload button gives you a zip with the gamedata folder.

Link to comment
Share on other sites

Ok Stupid Chris (I want to call him Real Chris for some reason...)

Sorry I gotta do this to you but it's bug reporting time. Symmetrical bugs! (everyone else feel free to try to repro this when you get a chance)

Log file! (See what I did there? He needs me to provide a log and not just say 'it's broke')

What I did to trigger this:

  1. Went into the VAB
  2. Put down a probe core
  3. Added a structural component underneath
  4. Added four more (using symmetry mode)
  5. Took another structural piece in single mode, put it on top of one of the four outer parts (did not drop, just hovered the part over until it turned green)
  6. Then I pressed X for symmetry mode. The image below depicts this.
  7. Then I clicked to place.

That's just the control group so you can see what I did with the Real Chute immediately after. However, repeating that with a real chute threw a KSP crashing error on step 7. (unhandled null exception)

fp9Rm7Jl.png

Link to comment
Share on other sites

Yeah, that's a first! :P

But seriously, I really appreciate your patience and work for this mod. It works without a flaw since the last update (at least so far).

Donated 5$ (~3.58€) via the link on your first post for enriching my gameplay experience! :D

(EDIT: Man, I noticed I donated to you in the past already... I don't know what makes me so obsessed with this mod, that I can't help but throw money at the screen! xD There must be a hidden message in your profile picture...)

You are awesome. Love you.

Ok Stupid Chris (I want to call him Real Chris for some reason...)

Sorry I gotta do this to you but it's bug reporting time. Symmetrical bugs! (everyone else feel free to try to repro this when you get a chance)

Log file! (See what I did there? He needs me to provide a log and not just say 'it's broke')

What I did to trigger this:

  1. Went into the VAB
  2. Put down a probe core
  3. Added a structural component underneath
  4. Added four more (using symmetry mode)
  5. Took another structural piece in single mode, put it on top of one of the four outer parts (did not drop, just hovered the part over until it turned green)
  6. Then I pressed X for symmetry mode. The image below depicts this.
  7. Then I clicked to place.

That's just the control group so you can see what I did with the Real Chute immediately after. However, repeating that with a real chute threw a KSP crashing error on step 7. (unhandled null exception)

http://i.imgur.com/fp9Rm7Jl.png

That does not seem to be something that is thrown out by RealChute. Will try here, but I doubt it's related.

EDIT:

Yep, exact same thing works over here, and it stays fine through quicksave/quickload. Only mod on my install is RealChute. This might be a weird interaction.

Edited by stupid_chris
Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...