NathanKell Posted December 8, 2014 Share Posted December 8, 2014 That's not RealChute. That's Deadly Reentry. Quote Link to comment Share on other sites More sharing options...
lextacy Posted December 8, 2014 Share Posted December 8, 2014 i love realchute! just tried it! good job on a great mod! Having a dual chute preset is boss sauce!! Quote Link to comment Share on other sites More sharing options...
Pirsig Posted December 8, 2014 Share Posted December 8, 2014 (edited) So I searched through the thread as well as looked over the various different config options provided by the mod and didn't see anything so I'm figuring the answer is no, but I thought I'd ask to make sure. Is there a way to limit the sizes available based on tech tree progression? If not, are there any plans to implement this in the future?Edit: Another follow up question, if the answer to both of these is no, are you opposed to me making new part configs from the current ones and distributing them with my own mod? With whatever attribution is necessary of course. This would basically be another version or two of each already existing part, just to split up the size availability, everything else would remain untouched. Edited December 8, 2014 by Pirsig another Q Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted December 8, 2014 Share Posted December 8, 2014 That's not RealChute. That's Deadly Reentry.Aha! Thanks, going to go figure out if I can fix what's going funny. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 10, 2014 Author Share Posted December 10, 2014 So I searched through the thread as well as looked over the various different config options provided by the mod and didn't see anything so I'm figuring the answer is no, but I thought I'd ask to make sure. Is there a way to limit the sizes available based on tech tree progression? If not, are there any plans to implement this in the future?Edit: Another follow up question, if the answer to both of these is no, are you opposed to me making new part configs from the current ones and distributing them with my own mod? With whatever attribution is necessary of course. This would basically be another version or two of each already existing part, just to split up the size availability, everything else would remain untouched.More career more implementation is planned, but not now. At some point next year.Making multiple configs is a lazy workaround, and simply multiplies the amount of parts to no good effect. Though I can't stop you from making new configs. You have all the rights in the world to create content that can work with my mod, no license can even prevent you from that. Quote Link to comment Share on other sites More sharing options...
Sinsis Posted December 12, 2014 Share Posted December 12, 2014 Heya, any idea what might be causing this?: NullReferenceException: Object reference not set to an instance of an object at Versioning.get_version_major () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsCompatible () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsAllCompatible () [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)ASE -- Saving...(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at Versioning.get_version_major () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsCompatible () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsAllCompatible () [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at Versioning.get_version_major () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsCompatible () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsAllCompatible () [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at CustomBiomes.CustomBiomes.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at Versioning.get_version_major () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsCompatible () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsAllCompatible () [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)[smokeScreen PersistentEmitterManager] : OnDestroy(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at Versioning.get_version_major () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsCompatible () [0x00000] in <filename unknown>:0 at RealChute.CompatibilityChecker.IsAllCompatible () [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.OnDestroy () [0x00000] in <filename unknown>:0 Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 14, 2014 Author Share Posted December 14, 2014 Heya, any idea what might be causing this?:You tried to recompile RealChute from a Mac or Linux Quote Link to comment Share on other sites More sharing options...
TurielD Posted December 16, 2014 Share Posted December 16, 2014 Seems to be incompatible with 0.90, at least carreer mode: action group management is disabled on the basic VAB, so you can't set them up.Also (and this may be a more complex compatibility issue) the chutes don't show up in the staging list for me, nor can they be activated by right-clicking in flight. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 16, 2014 Author Share Posted December 16, 2014 Seems to be incompatible with 0.90, at least carreer mode: action group management is disabled on the basic VAB, so you can't set them up.Also (and this may be a more complex compatibility issue) the chutes don't show up in the staging list for me, nor can they be activated by right-clicking in flight.And another case of not listening to the error messages by CompatibilityChecker.There is a popup when you start the game the specifically says "the following mods are incompatible with this KSP version and may not work". In this case, RealChute is disabled on incompatible versions. It's not working because it's just not active. You all really need to read those popups.I officially finished school today. I was neck deep in finals, so I had nothing ready yet. Compatibility update will be tomorrow. You will all just have to sit and wait until then. Quote Link to comment Share on other sites More sharing options...
JedTech Posted December 16, 2014 Share Posted December 16, 2014 And another case of not listening to the error messages by CompatibilityChecker.There is a popup when you start the game the specifically says "the following mods are incompatible with this KSP version and may not work". In this case, RealChute is disabled on incompatible versions. It's not working because it's just not active. You all really need to read those popups.I officially finished school today. I was neck deep in finals, so I had nothing ready yet. Compatibility update will be tomorrow. You will all just have to sit and wait until then.I found TurielD's post to be helpful because as your message says: realchutes "may not work". Now I won't bother testing it myself because that gentleman was nice enough to test and inform us forum readers. Thanks for being helpful TurielD! Quote Link to comment Share on other sites More sharing options...
NihilRex Posted December 16, 2014 Share Posted December 16, 2014 And another case of not listening to the error messages by CompatibilityChecker.There is a popup when you start the game the specifically says "the following mods are incompatible with this KSP version and may not work". In this case, RealChute is disabled on incompatible versions. It's not working because it's just not active. You all really need to read those popups.I officially finished school today. I was neck deep in finals, so I had nothing ready yet. Compatibility update will be tomorrow. You will all just have to sit and wait until then.Im more than willing to wait, Im just glad you made this for us in the first place. Quote Link to comment Share on other sites More sharing options...
JedTech Posted December 16, 2014 Share Posted December 16, 2014 Im more than willing to wait, Im just glad you made this for us in the first place.Me too, thanks Chris!!!! Can't wait till this goes stock! Quote Link to comment Share on other sites More sharing options...
Gryphon Posted December 16, 2014 Share Posted December 16, 2014 You will all just have to sit and wait until then.I'm sitting and waiting, but I'm jittering like the penguin in your avatar. Quote Link to comment Share on other sites More sharing options...
Holyvision Posted December 16, 2014 Share Posted December 16, 2014 Me too, thanks Chris!!!! Can't wait till this goes stock! I cannot say how much I agree that this should be 100% stock. Quote Link to comment Share on other sites More sharing options...
JeffreyCor Posted December 16, 2014 Share Posted December 16, 2014 I officially finished school today. I was neck deep in finals, so I had nothing ready yet. Compatibility update will be tomorrow. You will all just have to sit and wait until then.Congratulations on finishing school and thank you for all your continued work. It is very much appreciated Quote Link to comment Share on other sites More sharing options...
drtedastro Posted December 16, 2014 Share Posted December 16, 2014 Congrats on getting through finals.....Look forward to hearing from you when it happens..Cheers. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted December 16, 2014 Share Posted December 16, 2014 I dont know why people bother trying to run mods on a new release it can take up to 10 days for the plugins to get updated just go to your 0.25 backup and play that for a week. Congrats on finishing school and thanks for all the hard work you put into the community here Quote Link to comment Share on other sites More sharing options...
Athlonic Posted December 16, 2014 Share Posted December 16, 2014 You must spread some Reputation around before giving it to stupid_chris againAnyways, glad to hear you made it through your finals.Have a deserved rest.We can stick with stock chutes for now.(For some more hours... ^^ ) Quote Link to comment Share on other sites More sharing options...
TurielD Posted December 16, 2014 Share Posted December 16, 2014 And another case of not listening to the error messages by CompatibilityChecker.There is a popup when you start the game the specifically says "the following mods are incompatible with this KSP version and may not work". In this case, RealChute is disabled on incompatible versions. It's not working because it's just not active. You all really need to read those popups.Well I'm afraid RealChutes isn't included in that popup mate, at least not for me:Also, I'm not sure RealChute is disabled, in as much as it has rendered all parachutes, including the base KSP (MK16 etc) inoperable. Would those not return to normal functionality if RealChute was 'off'?Obviously this is all moot, as I expect most of us had no real expectation of all our mods working right away on 0.90 release; I always start with a fresh install anyway - just wanted to let people know about the issues I officially finished school today. I was neck deep in finals, so I had nothing ready yet. Compatibility update will be tomorrow. You will all just have to sit and wait until then.Congratulations, I hope you did well!Don't worry about the compatibility stuff just now, KSP is secondary to celebrating! Quote Link to comment Share on other sites More sharing options...
lajoswinkler Posted December 16, 2014 Share Posted December 16, 2014 Congrats on ending finals. Take some rest. Quote Link to comment Share on other sites More sharing options...
Hodo Posted December 16, 2014 Share Posted December 16, 2014 Man I am glad I have a job, because all I did was rollback my KSP version so I could play till the mods I use are updated and not worry about a thing. I may actually update my KSP in about a week, that maybe when I get enough time to play again.Man I feel for those of you have nothing but time right now to play. Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted December 16, 2014 Share Posted December 16, 2014 Well I'm afraid RealChutes isn't included in that popup mate, at least not for me:http://i.imgur.com/f0uAEPx.pngAlso, I'm not sure RealChute is disabled, in as much as it has rendered all parachutes, including the base KSP (MK16 etc) inoperable. Would those not return to normal functionality if RealChute was 'off'?Obviously this is all moot, as I expect most of us had no real expectation of all our mods working right away on 0.90 release; I always start with a fresh install anyway - just wanted to let people know about the issues Congratulations, I hope you did well!Don't worry about the compatibility stuff just now, KSP is secondary to celebrating! Trust the author that RealChute does turn the plugin off if it detects an incompatible version in Compatibility Checker. Most likely there's a maximum height to the CompatibilityChecker dialog and RealChute just got pushed off the bottom by everything else.And the stock parachutes being converted to use the disabled plugin? That's ModuleManager. All ModuleManager knows is "on these parts, delete ModuleParachutes and add this MODULE node for RealChute". It has no way to know whether the plugin that provides that module is happy or sad; it just applies the patches the way they're written. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 16, 2014 Author Share Posted December 16, 2014 (edited) Well I'm afraid RealChutes isn't included in that popup mate, at least not for me:http://i.imgur.com/f0uAEPx.pngAlso, I'm not sure RealChute is disabled, in as much as it has rendered all parachutes, including the base KSP (MK16 etc) inoperable. Would those not return to normal functionality if RealChute was 'off'?Obviously this is all moot, as I expect most of us had no real expectation of all our mods working right away on 0.90 release; I always start with a fresh install anyway - just wanted to let people know about the issues Then I'd check your logs, because your RealChute dll is not activating at all. I'm very positive it's deactivated. You can't disable a part from appearing. But I can disable the code from running. So yes the parts render. But as you can see they don't appear in staging. Nor does the action groups work, nor even the editor window, or any of the right click popups. Which is, well, the behaviour when it's disabled. Same for the stock chutes, they're being overwritten by ModuleManager to use RealChute, so if RealChute is disabled, the stock chutes are.If you're not having the popup include it, I'm 99% sure if you look at your logs you'll see RealChute.dll does not load properly. That should be the first thing you send my way too, I couldn't have helped you without logs.EDIT: I was right, doesn't load at all. Edited December 16, 2014 by stupid_chris Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 16, 2014 Share Posted December 16, 2014 Trust the author that RealChute does turn the plugin off if it detects an incompatible version in Compatibility Checker. Most likely there's a maximum height to the CompatibilityChecker dialog and RealChute just got pushed off the bottom by everything else.And the stock parachutes being converted to use the disabled plugin? That's ModuleManager. All ModuleManager knows is "on these parts, delete ModuleParachutes and add this MODULE node for RealChute". It has no way to know whether the plugin that provides that module is happy or sad; it just applies the patches the way they're written.You could even do a ModuleManager patch that adds non-existent modules that have no plugin.ModuleManager will quite happily execute the following. (don't actually use it. Really)@PART[*]{ !MODULE[*],* MODULE { name = This_Module_Does_Not_Exist_And_You_Will_Haz_A_Sad_If_You_Use_This_Code }}Hilarity ensues. Quote Link to comment Share on other sites More sharing options...
tg626 Posted December 16, 2014 Share Posted December 16, 2014 Personally, I won't touch .90 in earnest until RealChutes is compatible. This is meant as a sincere compliment and a testimony to how much I value it, not as pressure to get it done. I'm fine with .25 and I can wait. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.