Advacar Posted August 17, 2014 Share Posted August 17, 2014 I took a look and didn't see anything obvious. However, it's fine if I just launch it and plop it down in the ocean.Thing is, I've been getting this while in KCT's simulator mode, telling it to start the simulation from orbit. It's which has always been somewhat buggy and Kraken-y so I'm just going to assume it's that. Starwaster said: It should be plenty for just that pod & heat shield. Post your output_log.txt file (or player.log if Mac or Linux)To find your log file:Windows: KSP_win\KSP_Data\output_log.txtMac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.logLinux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted August 17, 2014 Author Share Posted August 17, 2014 Motokid600 said: Hm.. I see, thanks Chris. As for not applying.. are there two apply buttons somewhere for each chute? I must've missed that.. Starwaster said: Yes, there are two buttons. One for the main and one for the secondary. Scroll down to find the second buttonNo there is only one apply cutton and it should be be included in the scrolling list, it's always at the complete bottom of the window and you must press it each time you want changes you've made to be applied to the actual chutes. Advacar said: I'm sorry if this is the wrong place for this, but I'm getting tired of experimenting. I've for FAR, DR and real chutes installed, (along with a ton of others) and my Mk1-2 wouldn't survive splashdown at 6kph. All it was was the pod and the stock XL chute, maybe with DR's heatshield still attached. Is the stock chute not enough?Can't really tell indeed, will need logs. but do you mean 6km/h or 6m/s? Really I'd rather have everything in stock unites for consistency here. Also, check in the editor what the crash resistance of your pod, is, perhaps it's being lowered by another MM patch somewhere. Quote Link to comment Share on other sites More sharing options...
Wobbly Rocket Posted August 19, 2014 Share Posted August 19, 2014 My game crashes every time i install this mod.KSP 0.24.2 Real Chutes v1.2.4 and many other mods, but it works without realchutes, why? Quote Link to comment Share on other sites More sharing options...
Master Tao Posted August 19, 2014 Share Posted August 19, 2014 Wobbly Rocket,Many things can cause KSP to crash at different points, none of them specific to RealChute. Can't help without more information. This is important information to include with any support request:Your KSP version Your mods and versions (if any) Your Operating System and version Steps to cause the problem Cause the problem, then quit KSP and find your output log:Windows (32 bit): KSP_win\KSP_Data\output_log.txt Windows (64 bit): KSP_win64\KSP_x64_DATA\output_log.txt Mac OS X: Open Console, find Unity on the left side, and click on Player.log. It's also located at ~/Library/Logs/Unity/Player.log. Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Quote Link to comment Share on other sites More sharing options...
Wobbly Rocket Posted August 20, 2014 Share Posted August 20, 2014 (edited) I run KSP v.0.24.2 64bit at Windows 8.1 with realchute v1.2.4Output log:Too big to be Posted as codehttps://drive.google.com/file/d/0B8faCMRSVPS6amdobEhfX29mN1k/edit?usp=sharing114318 linesIt works without Realchute. Or to be honest not either Today. But yesterday it worked Thats only an problem with my save.Mods / Versions:KW Rocketry v2.6cEngeneer Redux v0.6.2.9Infernal Robotics v0.18.4Firespitter 634Kerbal Alarm Clock v2.7.8.2Enhanced Navball v1-3-2Service Compartment Tubes /Near Future Propulsion v0.2.3Near Future Construction v0.2.3Near Future Solar v0.2.1Near Future Electrical v0.2.2Near Future Spacecraft v0.2.1Fasa Launch Tower v4.96MK2 Cockpit Internals v1.0.24Ship Manifest .24.0.3.3.1_07172014Station Science v1.2Dmagic Orbital Science v0.8.4.1Alternate Recource Panel v2.5.1.0Taurus HCV 3,75m v1.2.1.1B9 Aerospace vr4.0cLazor Docking Cam v34SDHI Service mOdule System v2.1RLA Stockalike v10.4Raster Prop Monitor v0.18.2Final Frontier v0.5.6Universal Storage v0.75.5Floor it /Navball Docking alignment indicator v4Persistant Trails v1.1Editor Extensions v1.3KSP Toolbar v1.7.6Module manager v2.2.1Procedual Parts v0.9.18Procedual Daynamics v0.8.1Remotetech2 v1.4.1 dev 47FusTek Station Parts v x0.04-4 devConnected Living Space CLSV v1.0.8.0Modular Fuel Tanks v5.1.1Procedual Fairings v3.09Ferram Aerospace Research v0.14.1.1Active texture reduction v3.3.1Joint reinorcement v2.4.3.7Part Catalog v3.0 KAS v0.47Radial Seperators Kethane 0.8.8scan sat v6.1distant objects v3.1.3chatterer v.0.5.9.4shuttle engines v2.0realchutes v1.2.4select root deadly reentry v5.2precise node v1.1.0nano gauges v0.5.11nav hud v1.1fine print v0.55a Action Groups Extendet v1.12adv. Chase cam v1.4.0Tweak Scale v1.4.1 dev 47 Edited August 20, 2014 by Wobbly Rocket Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 20, 2014 Share Posted August 20, 2014 Wobbly Rocket said: I run KSP v.0.24.2 at Windows 8.1 with realchute v1.2.4Output log:Too big to be Pasted here so only the start and the end.So what you do is you get a dropbox account or use pastebin and you upload your log there (use dropbox, it's easier on everyone involved including yourself)Then get the link to the file and paste it here. (or anywhere else you might need to provide logs)When using dropbox, you'd just copy the file over to your dropbox folder (because it will create one on your computer) and then you right click the file and there's an option to get a dropbox link.Then you paste it here. Quote Link to comment Share on other sites More sharing options...
sreinmann Posted August 21, 2014 Share Posted August 21, 2014 Ugh, I always feel silly asking questions on page 216, but here goes - and yes, links are acceptable if this has been answered already and google and I happened to miss it.Does the editor allow me to set up chutes to deploy automatically? For instance, if the crew dies or if the probe lost comm (remotetech in use), the chutes still deploy anyway. Also think boosters (so long as its within the 2.5km debris limit)? If I set a mk16 as a drogue, and want it to deploy at 2500m, will it do so simply by changing those two values? Or will I still need to activate the part through staging? IF it will deploy, do I also need to worry about the wanted speed at target alt and target alt? Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted August 21, 2014 Share Posted August 21, 2014 Except for drag chutes, which can be set to auto-deploy on touchdown, the chute won't fire unless it's armed (by staging sequence, action group, or right-click menu). If you arm the chute by action group or right-click before reaching the configured pre-deployment altitude, it will remain armed and deploy at the configured altitude. There's a setting in the RealChute config file that allows you to add the same arm-and-wait-for-deployment-altitude behavior to chutes fired from the staging sequence. In most cases where you would want auto-deployment, you can get it to work by arming the chute as soon as you're above its deployment altitude."wanted speed at target alt" and "target alt" are used to auto-calculate the size of the parachute canopy. If the mass of the ship under drogue is roughly what the editor was using, then when you pass through the target altitude you will have enough drag to be at roughly the "wanted speed." Controlling when an armed chute fires is done with the pre-deployment and deployment altitude settings. Quote Link to comment Share on other sites More sharing options...
Wobbly Rocket Posted August 21, 2014 Share Posted August 21, 2014 More or less with stock (using the minimal preasure), and with Knockheed Martian Smart Parts its entirely possible. --> http://forum.kerbalspaceprogram.com/threads/64227 Quote Link to comment Share on other sites More sharing options...
rowns Posted August 22, 2014 Share Posted August 22, 2014 I don't know why but it seems that I am missing parts, I only have those blue parachutes. Did I miss something? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 22, 2014 Share Posted August 22, 2014 Yes: reading the OP. RealChute is *procedural* now. Read the OP, it explains how to get all the options. Quote Link to comment Share on other sites More sharing options...
custume Posted August 22, 2014 Share Posted August 22, 2014 Hi all, okay I try to use this mod again but im still getting a bug on it, all the time I add a chute them in flight the dam camera stay still but the ship go away, and I get massive G´s and they all die heheheheh.I´m missing something or what ??Regards Quote Link to comment Share on other sites More sharing options...
dzikakulka Posted August 22, 2014 Share Posted August 22, 2014 custume said: Hi all, okay I try to use this mod again but im still getting a bug on it, all the time I add a chute them in flight the dam camera stay still but the ship go away, and I get massive G´s and they all die heheheheh.I´m missing something or what ??RegardsYou're probably missing log files and KSP version you play on in your post c: Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 22, 2014 Share Posted August 22, 2014 custume said: Hi all, okay I try to use this mod again but im still getting a bug on it, all the time I add a chute them in flight the dam camera stay still but the ship go away, and I get massive G´s and they all die heheheheh.I´m missing something or what ??RegardsOne of the following:Outdated version of RealChuteBadly configured Real Chute part or Module Manager patchDoes the problem happen with a new ship + new chute right out of inventory? (if you experience either of the first two issues; they can't be fixed for existing craft; fixes only apply to new craft with newly spawned chute parts) Quote Link to comment Share on other sites More sharing options...
custume Posted August 23, 2014 Share Posted August 23, 2014 Hi again, i have the mod correctly install, and the 1º time this happen was on a old ship, (from 0.23) but after I read on the post about the compatibility problem on the older versions I try using a new ship and I have the same problem.There is no bug log or any type of log, there is no error and no crash report, only the game log that I turn it off.I will turn the logs again to see if anything gets register on it.Regards Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 23, 2014 Share Posted August 23, 2014 custume said: Hi again, i have the mod correctly install, and the 1º time this happen was on a old ship, (from 0.23) but after I read on the post about the compatibility problem on the older versions I try using a new ship and I have the same problem.There is no bug log or any type of log, there is no error and no crash report, only the game log that I turn it off.I will turn the logs again to see if anything gets register on it.RegardsWhat I said before still stands. The cause is one of those things.Also, logging is not something you turn on or off and logs are always generated.To find your log file:Windows: KSP_win\KSP_Data\output_log.txtMac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.logLinux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.logNOT ksp.log file. It provides less information than output_log.txt or player.log. Quote Link to comment Share on other sites More sharing options...
custume Posted August 23, 2014 Share Posted August 23, 2014 Starwaster said: Also, logging is not something you turn on or off and logs are always generated. I do not know who told you that but im sorry to say but the logs can be turn off.Okay I will turn on the logs and see if anything get register.And a Side Note ; To turn off the logs add this to the commands " -nolog " and the game will not create any log (side the errors ones) Regards Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 23, 2014 Share Posted August 23, 2014 custume said: I do not know who told you that but im sorry to say but the logs can be turn off.Okay I will turn on the logs and see if anything get register.And a Side Note ; To turn off the logs add this to the commands " -nolog " and the game will not create any log (side the errors ones) RegardsYou know what? You're right.You know what else?It doesn't matter.Because how many messages have you posted here and still no logs from you?I give up. I tried to help but I guess I just can't help you.I hope you get it working. If I were there in person I'd have it fixed in 5 minutes and most of that would be the amount of time it takes for the game to launch. Quote Link to comment Share on other sites More sharing options...
weeble Posted August 25, 2014 Share Posted August 25, 2014 Hey I started a new save after updating a few of my mods. I noticed that my debug was getting spammed with nullreferences. I was using the MK1 Lander and the basic parachute for it. Anyways here's a link to my output log:https://www.dropbox.com/s/enbz9yx3u73avuu/output_log.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 25, 2014 Share Posted August 25, 2014 (edited) weeble said: Hey I started a new save after updating a few of my mods. I noticed that my debug was getting spammed with nullreferences. I was using the MK1 Lander and the basic parachute for it. Anyways here's a link to my output log:https://www.dropbox.com/s/enbz9yx3u73avuu/output_log.txt?dl=0It would really help to know what you updated recently.You've got a bunch of errors in there besides just RealChute. Like something went wrong early when the game was startingTry removing TweakScale and see if the problem persists.Edit:If removing TweakScale fixes it, was that one of the mods you updated recently? If not, update it. If it was one of the ones you updated then try reverting to the earlier version. Edited August 25, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
weeble Posted August 25, 2014 Share Posted August 25, 2014 Well it all started after installing Astronomers Visual Pack and EVE. Then it was a non stop crash party. I realized that most of my mods were out of date so yeah, just started updating everything. Lol, yep it does indeed look like I messed up most of the mods. I appreciate the your answer but I think like you said, I have a number of different errors. I'm just going to reinstall fresh and add the mods one at a time. This install was just a hodge podge of mods I added as I played. So I'm off to reinstall everything, thanks for your help though. Quote Link to comment Share on other sites More sharing options...
Ratzap Posted August 25, 2014 Share Posted August 25, 2014 I noticed something just now building a launcher. If I take the radial chute, make it the next size and apply settings, it doesn't keep them. Increasing the symmetry or cloning the changed ones also does not keep the size settings. The case size stays bigger but I have to go to groups, click on each one individually and apply settings.Is this a bug or working as intended? Quote Link to comment Share on other sites More sharing options...
michaeltherobot Posted August 25, 2014 Share Posted August 25, 2014 After installing RealChute for the first time, I see no actions in the Action Group window for a chute added to my ship. The chute is listed, but no e.g. "Arm" action. And probably related to this, I see no way to open the Parachute Editor window. Clicking the chute name in the Action Group window does nothing.I've tried this on a new Sandbox game with no luck, as well as an existing save. What did I do wrong?RealChute v1.2.4 (never before installed)KSP v0.24.0 (is 0.24.2 required?)Thanks. Happy to post logs if it's not something obvious. Quote Link to comment Share on other sites More sharing options...
Master Tao Posted August 26, 2014 Share Posted August 26, 2014 michaeltherobot said: KSP v0.24.0 (is 0.24.2 required?)Yes – KSP 0.24.2 has a new feature that RealChute 1.2.4 uses (procedural cost). Not having that feature is probably causing the RC plugin to crash. Quote Link to comment Share on other sites More sharing options...
MartGonzo Posted August 30, 2014 Share Posted August 30, 2014 Can someone tell me how to use this with debrefund?before installing this I put 6 radial chutes on my large KS Rocketry SRB's and they would land at 5.5m/sI just tried with 8 chutes per SRB and it lands at 9 m/s, so I tried going into the config and it just keeps giving me the message "craft mass too high, setting to maximum" regardless of how many chutes I put on. Quote Link to comment Share on other sites More sharing options...
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