tg626 Posted October 22, 2014 Share Posted October 22, 2014 I'm a little confused on version...Github has 1.2.5.2MediaFire 1.2.5.3 KerbalStuff 1.2.5.3BUT... the 1.2.5.3 that I downloaded reports itself as "1.2.5.2" in KSP-AVCDid I get something wrong??BTW - 1.2.5.3 seems to have fixed the "can't reload vessel/eveything but the capsule is gone" bug. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted October 22, 2014 Author Share Posted October 22, 2014 I'm a little confused on version...Github has 1.2.5.2MediaFire 1.2.5.3 KerbalStuff 1.2.5.3BUT... the 1.2.5.3 that I downloaded reports itself as "1.2.5.2" in KSP-AVCDid I get something wrong??BTW - 1.2.5.3 seems to have fixed the "can't reload vessel/eveything but the capsule is gone" bug.Forum number will always be the good one. If the title says 1.2.5.3, it's 1.2.5.3. Quote Link to comment Share on other sites More sharing options...
bobprime Posted October 22, 2014 Share Posted October 22, 2014 Forum number will always be the good one. If the title says 1.2.5.3, it's 1.2.5.3.The GitHub repo is actually out of date in this instance. See the OnActive() being in GitHub but not in the release. Then again people shouldn't be poking around github expecting release software. Quote Link to comment Share on other sites More sharing options...
tg626 Posted October 23, 2014 Share Posted October 23, 2014 Forum number will always be the good one. If the title says 1.2.5.3, it's 1.2.5.3.Should I edit the version file to reflect 1.2.5.3? Right now it's 1.2.5.2 (I wouldn't have even noticed, but KSP-AVC shows the version #s during loading...) Quote Link to comment Share on other sites More sharing options...
bobprime Posted October 23, 2014 Share Posted October 23, 2014 I would leave it alone unless KSP-AVC yells at you. Believe in the power of stupid_chris. Quote Link to comment Share on other sites More sharing options...
Phredward Posted October 25, 2014 Share Posted October 25, 2014 I just installed the latest RealChutes as part of a RealismOverhaul install. It pops up a warning saying it's incompatible with the version of unity (at the loading screen). This is on mac. If this isn't known, I'm happy to grab any logs or whatever's helpful for debugging. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 25, 2014 Share Posted October 25, 2014 Known issue; KSP .25 is built on a different version of Unity for OSX. So far that hasn't caused problems, but Real Chute is letting you know that. Quote Link to comment Share on other sites More sharing options...
Brucey Posted October 25, 2014 Share Posted October 25, 2014 Hello. Not sure if this is a known issue or not. But I'm getting this in my log after adding realchute. Everything seems to be working fine otherwise. Using 32bit ksp and most recent versions of everything.NullReferenceException at (wrapper managed-to-native) UnityEngine.MeshFilter:set_sharedMesh (UnityEngine.Mesh) at SpriteMesh.CreateMesh () [0x00000] in <filename unknown>:0 at SpriteMesh.get_mesh () [0x00000] in <filename unknown>:0 at SpriteRoot.Delete () [0x00000] in <filename unknown>:0 at SpriteBase.Delete () [0x00000] in <filename unknown>:0 at UIListItemContainer.Delete () [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy) [0x00000] in <filename unknown>:0 at ApplicationLauncher.RemoveModApplication (.ApplicationLauncherButton button) [0x00000] in <filename unknown>:0 at RealChute.SettingsWindow.OnDestroy () [0x00000] in <filename unknown>:0 Quote Link to comment Share on other sites More sharing options...
Phredward Posted October 25, 2014 Share Posted October 25, 2014 Known issue; KSP .25 is built on a different version of Unity for OSX. So far that hasn't caused problems, but Real Chute is letting you know that.Thanks for the info. Quote Link to comment Share on other sites More sharing options...
Fox62 Posted October 26, 2014 Share Posted October 26, 2014 Would someone help me start troubleshooting an interesting problem I've found? I'm not sure if it's this mod, SDHI, or both that have this issue, but SDHI and RealChutes' parts appear to have this really weird red shading. And RealChutes' parts don't have their normal textures. I'm not sure what info I should provide, nor whether I should report this to both mod authors.Umm... why am I getting ignored? Is it something I'm doing wrong? Quote Link to comment Share on other sites More sharing options...
Master Tao Posted October 26, 2014 Share Posted October 26, 2014 No reason, it just happens.This post will tell you what information to provide. That said, stupid_chris is taking a break from modding, so if there's something wrong with RealChute, it may not be fixed for a while. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 26, 2014 Share Posted October 26, 2014 And something else (which the linked post doesn't suggest but should be common sense)post a screenshot of the red shaded part. Because if you say a thing like that and nobody else has ever seen it, they have no idea what you're talking about, so they don't say anything. Saying would be knowing. Do not know so cannot say Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 27, 2014 Share Posted October 27, 2014 I have moved the Deadly Reentry-related posts to the DRE thread. Quote Link to comment Share on other sites More sharing options...
Eleven Posted October 27, 2014 Share Posted October 27, 2014 I know at one point RealChutes and MechJeb did not play well together. Was that ever resolved? Quote Link to comment Share on other sites More sharing options...
jofwu Posted October 27, 2014 Share Posted October 27, 2014 Quick question...The tech requirements and cost/entry costs in RealChutes seems rather strange. In the MM configs I noticed that it changes the cost of stock chutes. Meanwhile, all of RealChutes own parachutes are marked as free. With strange entryCosts as well, I think. And it seems odd that the cone chute comes at the start, before you have anything which even fits it.I don't mind writing something to reconfigure all of this to something that makes more sense, but I just wanted to make sure I'm not missing something first... Quote Link to comment Share on other sites More sharing options...
drtedastro Posted October 27, 2014 Share Posted October 27, 2014 They both work great for me..... Running ksp 32bit on win7 64 machine.... Quote Link to comment Share on other sites More sharing options...
Starman4308 Posted October 27, 2014 Share Posted October 27, 2014 Quick question...The tech requirements and cost/entry costs in RealChutes seems rather strange. In the MM configs I noticed that it changes the cost of stock chutes. Meanwhile, all of RealChutes own parachutes are marked as free. With strange entryCosts as well, I think. And it seems odd that the cone chute comes at the start, before you have anything which even fits it.I don't mind writing something to reconfigure all of this to something that makes more sense, but I just wanted to make sure I'm not missing something first...The costs are variable dependent on configuration. Click the action groups tab up at the top, click on the parachute, and you get options to toggle size of case, material and size of parachutes, autodeploy altitude/pressure*, and other things. Once you click "set parameters", the cost and mass of the parachute will adjust itself based on how big the parachutes are.*If you play with Deadly Reentry, for the thousandth time, don't deploy your parachutes until you're below 200 m/s on Kerbin. It can go a bit higher on light atmospheres like Duna, and slower in Eve's "thou shalt not return" atmosphere. Look up the Apollo parachute deployment profile for a good guideline. I tend to set auto-predeploy at 6-7 km, and full deployment at 500-700m. Quote Link to comment Share on other sites More sharing options...
siegz Posted November 2, 2014 Share Posted November 2, 2014 I just installed RealChute, but only 4 are showing up in the parts window of the VAB. Looking in the parts folder in GameData, there are only 4 .cfg's. Should there not be one for each chute model? Quote Link to comment Share on other sites More sharing options...
Starman4308 Posted November 2, 2014 Share Posted November 2, 2014 (edited) I just installed RealChute, but only 4 are showing up in the parts window of the VAB. Looking in the parts folder in GameData, there are only 4 .cfg's. Should there not be one for each chute model?That's because RealChute comes only with four parachutes: resizable cone, double-cone, stack, and radial parachutes (click on the Action Groups tab, and then the parachute to tweak).EDIT: Also, to save us all further posts: delete the stock parachutes config file in RealChute/Module Manager (something about 0.25 caused stock parachutes to horribly break the game if modified to act as RealChutes), and if using Deadly Reentry, don't deploy parachutes at supersonic (> 330 m/s) velocities. Wait until you're at 200-250 m/s or so. Edited November 2, 2014 by Starman4308 Quote Link to comment Share on other sites More sharing options...
Solarspaceprobe Posted November 2, 2014 Share Posted November 2, 2014 Will that fix the warnings saying Realchute is incompatible with .25's unity version? Quote Link to comment Share on other sites More sharing options...
Master Tao Posted November 2, 2014 Share Posted November 2, 2014 You can't fix the warning – there's nothing to fix except rephrasing it to say "may be incompatible" instead of "is incompatible."With 0.25, KSP for Macs uses a different version of Unity than all other platforms. It's just a warning saying that you may experience problems that stupid_chris couldn't account for, since her/his KSP doesn't use that version of Unity. Quote Link to comment Share on other sites More sharing options...
bolttanker Posted November 3, 2014 Share Posted November 3, 2014 hi im trying to juse your mod for ksp 25.0 but its not working for me i do have the parts but not the interface and no chute icon in the stage bar plz help Quote Link to comment Share on other sites More sharing options...
Mecripp Posted November 3, 2014 Share Posted November 3, 2014 hi im trying to juse your mod for ksp 25.0 but its not working for me i do have the parts but not the interface and no chute icon in the stage bar plz helpYou have ModuleManager *.*.* installed and if he could help his going to need a LOG file. Quote Link to comment Share on other sites More sharing options...
Capt. Hunt Posted November 3, 2014 Share Posted November 3, 2014 hi im trying to juse your mod for ksp 25.0 but its not working for me i do have the parts but not the interface and no chute icon in the stage bar plz helpAre you running x64? Stupid_chris set the mod to automatically disable itself if used with the x64 version of KSP .25. Quote Link to comment Share on other sites More sharing options...
Starman4308 Posted November 3, 2014 Share Posted November 3, 2014 (edited) hi im trying to juse your mod for ksp 25.0 but its not working for me i do have the parts but not the interface and no chute icon in the stage bar plz helpSee this post for detailed instructions.The most common trip-ups with RealChute:#1: 64-bit Windows. Chris got fed up with x64 support requests (because for some people, including Chris, Windows x64 is an unstable piece of crap), and disabled his mod for Windows x64. Linux x64 works perfectly well. Use 32-bit, use Linux 64-bit, or eliminate the check from the source code and recompile*.#2: The stock parachute configuration file (in RealChute/Module Manager) causes major issues: either delete the config, or never use stock parachutes.#3: Wait until 200-250 m/s to deploy your parachutes if using Deadly Reentry. Supersonic speeds eat parachutes, and the speed of sound is ~330-350 m/s.*It basically means reprogramming his mod yourself to eliminate the x64 check. Also, if you go this route, just be aware that Chris won't lift a finger to fix bugs for you: you recompile at your own risk with no expectation of support. Edited November 3, 2014 by Starman4308 Quote Link to comment Share on other sites More sharing options...
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