Joshwoo70 Posted November 18, 2014 Share Posted November 18, 2014 It's OS X, which I failed to mention. Should I expect any ill effects besides the unity incompatibility warning? Thanks for the help.Nope. AFAIK.(as far as I know.) Quote Link to comment Share on other sites More sharing options...
Master Tao Posted November 18, 2014 Share Posted November 18, 2014 No (10char) Quote Link to comment Share on other sites More sharing options...
Starman4308 Posted November 18, 2014 Share Posted November 18, 2014 It's OS X, which I failed to mention. Should I expect any ill effects besides the unity incompatibility warning? Thanks for the help.I'm unaware of OS X-specific bugs, and I doubt Chris used any platform-specific libraries, so it should work without a hitch."Should", of course, is a funny word which means many things. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted November 18, 2014 Author Share Posted November 18, 2014 I'm unaware of OS X-specific bugs, and I doubt Chris used any platform-specific libraries, so it should work without a hitch."Should", of course, is a funny word which means many things.The incompatibility warning comes from the fact OSX builds use a different Unity versions than the Windows and Linux ones right now. It /should/ work, but there might be things not working simply due to changes in Unity itself. Since I can't guarantee it, there this warning. Quote Link to comment Share on other sites More sharing options...
John FX Posted November 18, 2014 Share Posted November 18, 2014 Could I ask that, when there are many spare chutes, that this increases cost?I did a quick test and noticed that 0 (zero rather than blank, which is unlimited) spare chutes costs the same as 5 which makes no sense to me. I would imagine each extra chute would double the cost compared to the previous one as it gets progressively harder to find a way to pack them all in (unless the spare chutes are kept in the pod with the crew)Is it possible to have the cost increase when you have a lot of spare chutes please?I know you have just updated but if I could throw that in for the next time that would be great. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted November 18, 2014 Author Share Posted November 18, 2014 Could I ask that, when there are many spare chutes, that this increases cost?I did a quick test and noticed that 0 (zero rather than blank, which is unlimited) spare chutes costs the same as 5 which makes no sense to me. I would imagine each extra chute would double the cost compared to the previous one as it gets progressively harder to find a way to pack them all in (unless the spare chutes are kept in the pod with the crew)Is it possible to have the cost increase when you have a lot of spare chutes please?I know you have just updated but if I could throw that in for the next time that would be great.Unfortunately no, because I'm planing to completely redo this part of the logic. They will have a cost eventually, and a weight, and volume, etc. but I don't want to work on a placeholder. However, next update which won'T be a compatibility update will be in a while, so yeah. Quote Link to comment Share on other sites More sharing options...
John FX Posted November 19, 2014 Share Posted November 19, 2014 Unfortunately no, because I'm planing to completely redo this part of the logic. They will have a cost eventually, and a weight, and volume, etc. but I don't want to work on a placeholder. However, next update which won'T be a compatibility update will be in a while, so yeah.That`s all I was asking, for it to be put into the queue for next time or whenever you worked on that section again. I didn`t consider weight or volume, that would be good too. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted November 20, 2014 Author Share Posted November 20, 2014 That`s all I was asking, for it to be put into the queue for next time or whenever you worked on that section again. I didn`t consider weight or volume, that would be good too.It's been in the queue for a while now, but it's still several updates away Quote Link to comment Share on other sites More sharing options...
lodestar Posted November 20, 2014 Share Posted November 20, 2014 (edited) I'm playing with Deadly Reentry and RemoteTech2. Today I designed an automated lanter for the Duna exploration mission in a career game, but only when I got to Duna I realized part of the mission involved getting into orbit, so I couldn't simply aerobrake and land like I planned. I only had 150m/s dV for adjusting trajectory, and I was too fast for slow it down with aerobraking on a single pass, so I realized I could use the drogue chute from my double chute pack during the aerobraking pass, reprogram my smart parts so it would turn my antenna back on after I left the atmosphere, and then proceed to the actual landing after orbiting once.That part of the plan worked beautifully, but to my surprise, I can't use intact main chute to land now, because I already used the drogue chute. Even the model shows the main chute intact, but there's no option to arm or deploy it on the context menu. Is that a bug or a planned feature? Edited November 20, 2014 by lodestar Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 20, 2014 Share Posted November 20, 2014 I'm playing with Deadly Reentry and RemoteTech2. Today I designed an automated lanter for the Duna exploration mission in a career game, but only when I got to Duna I realized part of the mission involved getting into orbit, so I couldn't simply aerobrake and land like I planned. I only had 150m/s dV for adjusting trajectory, and I was too fast for slow it down with aerobraking on a single pass, so I realized I could use the drogue chute from my double chute pack during the aerobraking pass, reprogram my smart parts so it would turn my antenna back on after I left the atmosphere, and then proceed to the actual landing after orbiting once.That part of the plan worked beautifully, but to my surprise, I can't use intact main chute to land now, because I already used the drogue chute. Even the model shows the main chute intact, but there's no option to arm or deploy it on the context menu. Is that a bug or a planned feature?It's already armed and should deploy when it reaches its deployment criteria. I know in a normal reentry that that part of RC is working properly because I have in the past cut my drogue chute and let the craft freefall the rest of the way to main chute deployment altitude or deployment pressure (depending on how it was configured at the time).I don't THINK that aerobraking then leaving the atmosphere should have affected that. Or have you actually tried it and it wasn't working in the second reentry? Quote Link to comment Share on other sites More sharing options...
lodestar Posted November 20, 2014 Share Posted November 20, 2014 I don't THINK that aerobraking then leaving the atmosphere should have affected that. Or have you actually tried it and it wasn't working in the second reentry?I didn't because I'm playing without quicksaves, but you're right. I decided to go for it anyway, since I'd be stuck in orbit with a lander, and the main chute opened as expected. Quote Link to comment Share on other sites More sharing options...
Spacepetscompany Posted November 23, 2014 Share Posted November 23, 2014 Just curious here... What is the reason specifically, for why this mod does not work on the 64 bit version of the game? Quote Link to comment Share on other sites More sharing options...
Master Tao Posted November 23, 2014 Share Posted November 23, 2014 RealChutes does support the Linux 64-bit version. The Windows 64-bit version is so unstable that stupid_chris couldn't really test the mod alone. Quote Link to comment Share on other sites More sharing options...
Spacepetscompany Posted November 24, 2014 Share Posted November 24, 2014 Ah alright, thanks. Just wondering! Quote Link to comment Share on other sites More sharing options...
CodeFantastic Posted November 25, 2014 Share Posted November 25, 2014 So my game seems to stop loading ( even when I delete the part ) at cone_chute. Any ideas? Quote Link to comment Share on other sites More sharing options...
NoMrBond Posted November 25, 2014 Share Posted November 25, 2014 Hi CodeFantastic, please fill in the following bug report (shamelessly stolen from FlexGunship)The details will help in solving any problems you may be experiencing-----BUG REPORTBug Title - one lineDATE SEENdate the bug was found goes hereinclude the time, if you are submitting more than one bugVERSIONSOperating System and versionKSP versionMod versionother installed mods, if applicablehardware information, if applicableBUG DESCRIPTIONA concise description of what the problem is. Pure description, no narrative or conversational language.SEVERITY:Trivial, Minor, Major, or CatastrophicSTEPS TO REPRODUCE:Step by step instructions on how to reproduce this bug.Do not assume anything, the more detailed your list of instructions, the easier it is for the developer to track down the problem!Test these steps as you have them written. If they don't work then the bug is unreproducible and should not be reported yet.ACTUAL BEHAVIOR:Type what happens when you follow the instructions. This is the manifestation of the bug.EXPECTED BEHAVIOR:Type what you expected to happen when you followed the instructions. This is important, because you may have misunderstood something or missed a step, and knowing what you expected to see will help the developer recognize that.TROUBLESHOOTING/TESTING STEPS TRIED:Describe anything you did to try to fix it on your own.WORKAROUND:If you found a way to make the mod work in spite of the bug, describe how you did it here.ATTACHMENT: output_log.txt or player.log Quote Link to comment Share on other sites More sharing options...
Starman4308 Posted November 25, 2014 Share Posted November 25, 2014 Hi CodeFantastic, please fill in the following bug report (shamelessly stolen from FlexGunship)To supplement, here are the instructions for bug reports (including how to find the appropriate log).In any event, possibly a botched installation, but beyond that, Chris really needs the log file to do anything. Quote Link to comment Share on other sites More sharing options...
Coga19000 Posted November 26, 2014 Share Posted November 26, 2014 Very nice, but does it still include stock Chutes one way or another? I would hate to get such a good mod to find out that every single vessel I've saved "has locked or invalid parts". Quote Link to comment Share on other sites More sharing options...
Master Tao Posted November 26, 2014 Share Posted November 26, 2014 Like most mods, RealChutes doesn't remove any parts. So, yes, stock parachutes are still present. There's a Module Manager config included that makes stock parachute parts behave like RealChutes, but it doesn't remove them. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted November 26, 2014 Author Share Posted November 26, 2014 So my game seems to stop loading ( even when I delete the part ) at cone_chute. Any ideas? Quote Link to comment Share on other sites More sharing options...
Coga19000 Posted November 27, 2014 Share Posted November 27, 2014 Like most mods, RealChutes doesn't remove any parts. So, yes, stock parachutes are still present. There's a Module Manager config included that makes stock parachute parts behave like RealChutes, but it doesn't remove them.Oh. So there is no conflict from parachutes that existed on vessels before the installation, right? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 27, 2014 Share Posted November 27, 2014 Oh. So there is no conflict from parachutes that existed on vessels before the installation, right?Not to the point of preventing your craft from loading due to missing parts.However, pre-existing chutes might not work properly. I'd land them to be safe. Or rename ModuleManager/Stock_RealChute_MM.cfg to something non cfg until you have all craft safely dealt with that had stock chutes. Quote Link to comment Share on other sites More sharing options...
lodestar Posted December 1, 2014 Share Posted December 1, 2014 I was wondering. The most unrealistic thing about parachutes in KSP is the fact that they disappear when you land. Would it be possible to make parachutes that don't disappear, so you have to work around that in unmanned landers, like real world landers have to do? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 1, 2014 Author Share Posted December 1, 2014 I was wondering. The most unrealistic thing about parachutes in KSP is the fact that they disappear when you land. Would it be possible to make parachutes that don't disappear, so you have to work around that in unmanned landers, like real world landers have to do?If you think that this is the most unrealistic things with stock parachutes, you need to have a good talk with aerodynamics.Besides, I'm not exactly sure what you would want them to do if they don't dissapear that doesn't involve cloth and strings physics (aka killing Unity) Quote Link to comment Share on other sites More sharing options...
John FX Posted December 1, 2014 Share Posted December 1, 2014 I was wondering. The most unrealistic thing about parachutes in KSP is the fact that they disappear when you land. Would it be possible to make parachutes that don't disappear, so you have to work around that in unmanned landers, like real world landers have to do?Wow, it really is the most simple requests that have the most complex solutions.I can`t even imagine how to do that without writing some serious custom code and having gravity affect the chute and other parts (i.e. the lander).I guess the short answer is no, it`s not possible I would suggest roleplaying it and having the autocut altitude set at a suitable height so you can do a powered landing after the chutes have slowed you down to a reasonable speed. Quote Link to comment Share on other sites More sharing options...
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