luxyuz Posted December 27, 2014 Share Posted December 27, 2014 Since updating from 1.2.6.1 to 1.2.6.2 I am getting a bug when using the mk16 parachute. Once the rocket passes 6000m the center of mass suddenly shifts way below where the craft is. this makes the camera focus on a point below the rocket and makes the physics go a little crazy. I'm using a few other mods so it may be a compatibility issue. Is anyone else having this?I confirm this.I was really frustrated and didn't know what to do. Going through the process of installing all addons again so I can play, at least I got the culprit. Hope its fixable, I love the mod. Quote Link to comment Share on other sites More sharing options...
nanowinner Posted December 27, 2014 Share Posted December 27, 2014 (edited) I confirm this.I was really frustrated and didn't know what to do. Going through the process of installing all addons again so I can play, at least I got the culprit. Hope its fixable, I love the mod.I second this. Problem is annoying. Rolled back to 1.2.6.1 Edited December 27, 2014 by nanowinner Quote Link to comment Share on other sites More sharing options...
steve_v Posted December 27, 2014 Share Posted December 27, 2014 As mentioned, stupid_chris is working on it. Be patient everybody, roll back to 1.2.6.1 in the meantime or just don't use the stock 'chutes. Quote Link to comment Share on other sites More sharing options...
tg626 Posted December 28, 2014 Share Posted December 28, 2014 I came to report this, but seeing as it's reported, I'll just offer my log:https://drive.google.com/file/d/0B-6BVIFMeRP1anhZRDhibVBndzQ/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
LastStarDust Posted December 28, 2014 Share Posted December 28, 2014 @LastStarDust: https://kerbalstuff.com/mod/71/RealChute%20Parachute%20Systems/download/1.2.6Or you can find that link manually by going on the OP, clicking on the "KerbalStuff" download link. At the KerbalStuff page, click on "Changelog" and select the version you wish to download. I hope that helps. Thanks a lot. Now I realized the kerbalstuff's stuff. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 28, 2014 Author Share Posted December 28, 2014 Hey guys, currently in the middle of the Atlantic Ocean somewhat near Cuba. I'm writing this from a snail-mail speed internet, which costs 30$/h (no worries, I took the money from donations you guys offered, I'm connected for you guys after all).I managed to finish the update yesterday, which I was not able to push because I did not find an internet connection, so I'm taking a little time to do this now, so there you go, v1.2.6.3 is out!Changelog:December 27th 2014v1.2.6.3*Hotfix*-Reverted the editor GUI changes which caused CoM bugs in flight-Fixed a bug where stock chutes would not apply parachute model changes correctly-Only lvl 1+ engineers can repack chutes anymoreThis fixes the CoM related bugs, I think RealChute should be stable for a while now. If you guys find more bugs however, please don't just say "hi heres a bug", it doesn't help me at all. Strip off all mods except RealChute, repeat the bug once, close the game, and then post your output_log.txt on here for me to look at. This is the best and fastest way for me to find the issues.Now that this is done, I'll go back to relax by the pool. I'll wish you all happy holidays once more, and a happy new year, and I'll be back in 2015 Cheers!Chris Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 28, 2014 Share Posted December 28, 2014 Now that this is done, I'll go back to relax by the pool. I'll wish you all happy holidays once more, and a happy new year, and I'll be back in 2015 Cheers!ChrisYes relax! I swear, if you post one more update before that ship returns to land we're gonna hit you or something! Quote Link to comment Share on other sites More sharing options...
Kowgan Posted December 28, 2014 Share Posted December 28, 2014 You're the best, Chris! Many thanks for that, and again, enjoy your vacations! Quote Link to comment Share on other sites More sharing options...
Athlonic Posted December 28, 2014 Share Posted December 28, 2014 You are damn crazy indeed Chris, but I won't complain on this one ^^Thanks a lot Quote Link to comment Share on other sites More sharing options...
Mystique Posted December 28, 2014 Share Posted December 28, 2014 Thanks Chris!BTW, why sometimes chute editor in VAB is complaining about predeployment speed which is set to 6 by default? Setting it to 5 fixes issue, but it's strange that default setting are found to be incorrect Quote Link to comment Share on other sites More sharing options...
Athlonic Posted December 28, 2014 Share Posted December 28, 2014 (edited) Thanks Chris!BTW, why sometimes chute editor in VAB is complaining about predeployment speed which is set to 6 by default? Setting it to 5 fixes issue, but it's strange that default setting are found to be incorrect I think this comes from DRE which change chutes parameters to stop predeploying @25000m and then burn in flamesEdit: yep found itlook at "GameData\DeadlyReentry\DeadlyReentry-RealChutes.cfg" and change settings here Edited December 28, 2014 by Athlonic Quote Link to comment Share on other sites More sharing options...
Mystique Posted December 28, 2014 Share Posted December 28, 2014 I think this comes from DRE which change chutes parameters to stop predeploying @25000m and then burn in flamesEdit: yep found itlook at "GameData\DeadlyReentry\DeadlyReentry-RealChutes.cfg" and change settings hereOh, great, thanks! Quote Link to comment Share on other sites More sharing options...
Mars Mullo Posted December 29, 2014 Share Posted December 29, 2014 Quick question.I have had to tweek scale some radial chutes down in size so I can fit an experiment or part test on the top of a Mk 1 pod.However the radial chutes seem to be burning up in there cases at the 50 - 40km band of intense heating.My Kerbal pilots are basic and we ride the heat zone with no SAS there is very little sway .. a few degrees outside the retrograde circle at the most.There seems to be no difference between real chute radials and standard MK2-r radials... if I leave these at their standard size they can survive.But I am on the edge of the 18 ton limit so much that I am dropping fuel from the tanks to keep within. And scaling the chutes down to save on mass.Is this happening to anyone else... is there small fix perhaps? Quote Link to comment Share on other sites More sharing options...
luxyuz Posted December 29, 2014 Share Posted December 29, 2014 Now that this is done, I'll go back to relax by the pool. I'll wish you all happy holidays once more, and a happy new year, and I'll be back in 2015 Cheers!ChrisYou have no idea how hard is to play without your mod. All my Chutes were ripping off from G forces! Thanks for taking your time in fixing this. Please enjoy your holidays and be back in 2015 with more amazing work. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 29, 2014 Share Posted December 29, 2014 Thanks Chris!BTW, why sometimes chute editor in VAB is complaining about predeployment speed which is set to 6 by default? Setting it to 5 fixes issue, but it's strange that default setting are found to be incorrect Read my last post in the DRE thread. I linked to an updated version of the responsible file. It removes my previous changes and only adjusts predeployment to make sure the chute isn't destroyed from deploying too early. Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted December 29, 2014 Share Posted December 29, 2014 I noticed something when installing a new version of real chute today. Probably not related to the new version though.I've always removed the MM files in RealChute to maintain stock behavior for the stock chutes, but this time I forgot it, and while loading an existing in-flight vessel with the stock radial chutes, the whole vessel started floating away from the camera after a few seconds. Might be worth looking into.There is no message in the log that comes with this bug.The problem is easily reproducible by installing RealChute without MM files, launching a vessel with stock chutes, quitting, adding the MM files, and loading the vessel again. It will start to float away from the camera. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 29, 2014 Share Posted December 29, 2014 I noticed something when installing a new version of real chute today. Probably not related to the new version though.I've always removed the MM files in RealChute to maintain stock behavior for the stock chutes, but this time I forgot it, and while loading an existing in-flight vessel with the stock radial chutes, the whole vessel started floating away from the camera after a few seconds. Might be worth looking into.There is no message in the log that comes with this bug.The problem is easily reproducible by installing RealChute without MM files, launching a vessel with stock chutes, quitting, adding the MM files, and loading the vessel again. It will start to float away from the camera.So in other words it only affects pre-existing craft. Pre-existing craft have had problems with Real Chute being installed after they came into existence for a long long time. Quote Link to comment Share on other sites More sharing options...
LostOblivion Posted December 29, 2014 Share Posted December 29, 2014 So in other words it only affects pre-existing craft. Pre-existing craft have had problems with Real Chute being installed after they came into existence for a long long time.Yes, I think so. It's not a good thing, though. Quote Link to comment Share on other sites More sharing options...
Guest Posted December 30, 2014 Share Posted December 30, 2014 Today I started playing around with this mod and the first thing that I noticed was my game was loading a lot slower than normal, then when I go an create/launch my craft with these chutes (which are really cool keep up the good work) is it took longer to load into the space ship assembly building, and the launchpad. I checked my task manager to see what version of KSP I was running on my computer and it is showing up as 32-bit. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 30, 2014 Share Posted December 30, 2014 Today I started playing around with this mod and the first thing that I noticed was my game was loading a lot slower than normal, then when I go an create/launch my craft with these chutes (which are really cool keep up the good work) is it took longer to load into the space ship assembly building, and the launchpad. I checked my task manager to see what version of KSP I was running on my computer and it is showing up as 32-bit.Logs. The following link will tell you how to find them. Chris will want them, as will anyone who might be willing to help you.http://forum.kerbalspaceprogram.com/threads/92229 Quote Link to comment Share on other sites More sharing options...
sim Posted December 30, 2014 Share Posted December 30, 2014 I'm trying RealChutes for the first time today, and I'm encountering some difficulty. RealChute is deploying parachutes when the *previous* stage fires. For example, if I have an engine configured in stage #1 and chutes in stage #0, when I activate the engine in stage #1 the parachutes deploy. Here's a screen shot (apologies for the pink hue; my screenshot utility does that to KSP for whatever reason).Here's the KSP.log of my launch (stage #3: BACC SRB, stage #2: TR-18A Decoupler, stage #1: KW Rocketry VR-1 Liquid Fuel Engine, Stage #0: TR-18A Decoupler / MK16 Parachute):[LOG 03:18:29.199] Game State Saved as persistent[LOG 03:18:29.832] Tac.LifeSupportController[FF9F44B0][9328.40]: Deleting vessel Untitled Space Craft - vessel does not exist anymore[LOG 03:18:29.833] Tac.FuelBalanceController[FF9F5D12][9328.40]: Rebuilding resource lists.[LOG 03:18:31.048] [Untitled Space Craft]: ground contact! - error: -0.213m[LOG 03:18:31.048] Unpacking Untitled Space Craft[LOG 03:18:33.889] *DRE* No FAR module found for part mk1pod[LOG 03:18:33.890] *DRE* No FAR module found for part parachuteSingle[LOG 03:18:33.908] *DRE* No FAR module found for part stackDecoupler[LOG 03:18:33.908] *DRE* No FAR module found for part KW1mtankL2[LOG 03:18:33.908] *DRE* No FAR module found for part KW1mengineVestaVR1[LOG 03:18:33.908] *DRE* No FAR module found for part stackDecoupler[LOG 03:18:33.908] *DRE* No FAR module found for part solidBooster1-1[LOG 03:18:33.908] *DRE* No FAR module found for part sensorThermometer[LOG 03:18:33.908] *DRE* No FAR module found for part longAntenna[LOG 03:18:33.908] *DRE* No FAR module found for part batteryPack[LOG 03:18:33.908] *DRE* No FAR module found for part sensorThermometer[LOG 03:18:33.908] *DRE* No FAR module found for part sensorThermometer[LOG 03:18:33.908] *DRE* No FAR module found for part GooExperiment[LOG 03:18:33.908] *DRE* No FAR module found for part sensorThermometer[LOG 03:18:46.872] RemoteTech: ModuleRTAntenna: Find TRANSMITTER success.[LOG 03:18:46.872] RemoteTech: ModuleRTAntenna: Add TRANSMITTER success.[LOG 03:18:49.891] ScienceAlert, Projected biome map in 21.50 seconds[LOG 03:18:52.319] [Experiments]: Setting FX Modules to 1...[LOG 03:18:52.319] [Experiments]: FX Modules set: 1[LOG 03:18:53.702] Sending data to vessel comms. 1 devices to choose from. Will try to pick the best one[LOG 03:18:53.702] [Experiments]: Setting FX Modules to 0...[LOG 03:18:53.702] [Experiments]: FX Modules set: 0[LOG 03:18:53.811] ScienceAlert, Experiment temperatureScan@KerbinSrfLandedLaunchPad just became available! Total potential science onboard currently: 0 (Cap is 2.4, threshold is Unresearched, current sci is 0, expected next report value: 2.4)[LOG 03:18:53.996] RemoteTech: Changing RnDCommsStream timeout from 0.3 to 0.3027344[LOG 03:18:53.996] RemoteTech: [Transmitter]: Uploading Data... (Temperature Scan from LaunchPad) - 6.67 Mits/sec. Packets to go: 3 - Files to Go: 0[LOG 03:18:54.304] RemoteTech: [Transmitter]: Uploading Data... (Temperature Scan from LaunchPad) - 6.67 Mits/sec. Packets to go: 2 - Files to Go: 0[LOG 03:18:54.611] RemoteTech: [Transmitter]: Uploading Data... (Temperature Scan from LaunchPad) - 6.67 Mits/sec. Packets to go: 1 - Files to Go: 0[LOG 03:18:54.950] RemoteTech: [Transmitter]: Uploading Data... (Temperature Scan from LaunchPad) - 6.67 Mits/sec. Packets to go: 0 - Files to Go: 0[LOG 03:18:54.950] [Research & Development]: +8 data on Temperature Scan from LaunchPad. +1.2 Science Added. Subject value is 0.50[LOG 03:18:59.867] RemoteTech: ModuleRTAntenna: Remove TRANSMITTER success.[LOG 03:19:04.012] activating stage 3 - current stage: 4[LOG 03:19:04.012] [solidBooster1-1]: Activated[LOG 03:19:04.807] Tac.FuelBalanceController[FF9F5D12][9363.32]: Rebuilding resource lists.[LOG 03:19:04.815] ScienceAlert, Experiment mysteryGoo@KerbinSrfLandedShores just became available! Total potential science onboard currently: 0 (Cap is 3.9, threshold is Unresearched, current sci is 0, expected next report value: 3)[LOG 03:19:04.852] Tac.LifeSupportController[FF9F44B0][9363.34]: New vessel: Untitled Space Craft (1f54b6c7-c0ab-4c4a-aea8-390d6b4d4df2)[LOG 03:19:04.852] Tac.LifeSupportController[FF9F44B0][9363.34]: New crew member: Bob Kerman[LOG 03:19:04.867] ScienceAlert, Experiment temperatureScan@KerbinSrfLandedShores just became available! Total potential science onboard currently: 0 (Cap is 2.4, threshold is Unresearched, current sci is 0, expected next report value: 2.4)[LOG 03:19:04.896] ScienceAlert, Experiment crewReport@KerbinFlyingLowShores just became available! Total potential science onboard currently: 0 (Cap is 3.5, threshold is Unresearched, current sci is 0, expected next report value: 3.5)[LOG 03:19:05.005] ScienceAlert, Experiment temperatureScan@KerbinFlyingLowShores just became available! Total potential science onboard currently: 0 (Cap is 5.6, threshold is Unresearched, current sci is 0, expected next report value: 5.6)[LOG 03:21:02.727] activating stage 2 - current stage: 3[LOG 03:21:02.727] [KW1mtankL2]: Activated[LOG 03:21:02.729] RemoteTech: SatelliteManager: OnVesselCreate(bad5bdf6-05e0-4b28-97c0-14ace3168fac, )[LOG 03:21:02.729] RemoteTech: SatelliteManager: Unregister(ModuleSPUPassive(, 1f54b6c7-c0ab-4c4a-aea8-390d6b4d4df2))[LOG 03:21:02.729] RemoteTech: SatelliteManager: OnUnregister(VesselSatellite(, 1f54b6c7-c0ab-4c4a-aea8-390d6b4d4df2))[LOG 03:21:02.730] RemoteTech: NetworkManager: SatelliteUnregister(VesselSatellite(, 1f54b6c7-c0ab-4c4a-aea8-390d6b4d4df2))[LOG 03:21:02.730] RemoteTech: SatelliteManager: Register(ModuleSPUPassive(, bad5bdf6-05e0-4b28-97c0-14ace3168fac))[LOG 03:21:02.730] RemoteTech: SatelliteManager: UnregisterProto(bad5bdf6-05e0-4b28-97c0-14ace3168fac)[LOG 03:21:02.730] RemoteTech: SatelliteManager: OnRegister(VesselSatellite(, bad5bdf6-05e0-4b28-97c0-14ace3168fac))[LOG 03:21:02.730] RemoteTech: AntennaManager: Unregister(ModuleRTAntenna(Name: Communotron 16, Guid: 1f54b6c7-c0ab-4c4a-aea8-390d6b4d4df2, Dish: -1, Omni: 0, Target: 00000000-0000-0000-0000-000000000000, Radians: 0))[LOG 03:21:02.730] RemoteTech: AntennaManager: OnUnregister(Communotron 16)[LOG 03:21:02.730] RemoteTech: AntennaManager: Register(ModuleRTAntenna(Name: Communotron 16, Guid: bad5bdf6-05e0-4b28-97c0-14ace3168fac, Dish: -1, Omni: 0, Target: 00000000-0000-0000-0000-000000000000, Radians: 0))[LOG 03:21:02.730] RemoteTech: AntennaManager: OnRegister(Communotron 16)[LOG 03:21:02.735] ScienceAlert, ExperimentManager.OnVesselWasModified: rescanning vessel for experiment modules[LOG 03:21:02.735] ScienceAlert, Done[LOG 03:21:02.735] [IR GUI] vessel mk1pod[LOG 03:21:02.735] [IR GUI] 0 groups[LOG 03:21:02.735] [00:01:56]: Separation of stage 3 confirmed[LOG 03:21:02.735] [stackDecoupler]: Activated[LOG 03:21:02.735] [sensorThermometer]: Activated[LOG 03:21:02.735] [longAntenna]: Activated[LOG 03:21:02.735] [batteryPack]: Activated[LOG 03:21:02.735] Tac.FuelBalanceController[FF9F5D12][9480.14]: Rebuilding resource lists.[LOG 03:21:03.407] activating stage 1 - current stage: 2[LOG 03:21:03.407] Should have JettisonedPlatform info:Kerbal Space Program - 0.90.0.0 (LinuxPlayer) Steam BETAOS: Linux 3.17 Fedora 21 64bitCPU: Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz (8)RAM: 14961GPU: Mesa DRI Intel(R) Haswell Desktop (256MB)SM: 30 (OpenGL 3.0 [3.0 Mesa 10.4.0])RT Formats: ARGB32, ARGBHalf, RGB565, ARGB4444, ARGB1555, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8Running the x86_64 version of KSP.Does anyone know how to fix this? 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Starwaster Posted December 30, 2014 Share Posted December 30, 2014 You don't have to use screenshot utilities. KSP does screenshots just fine on its own. (press F1)And ksp.log leaves out important bits. You should instead provide the output_log.txt file. All of it, not just an excerpt. Quote Link to comment Share on other sites More sharing options...
terminalmonky Posted December 30, 2014 Share Posted December 30, 2014 This may have already been reported but I have not seen it anywhere. With the latest update in career mode prior to unlocking action groups when using the Part GUI to change the size of the parachute, I am noticing the chutes when placed in symmetry do not change size at the same time. Only the part you clicked on will change in size and when trying to size the others they will not scale to the same size. Is this just me or can anyone duplicate? Thanks Quote Link to comment Share on other sites More sharing options...
sim Posted December 30, 2014 Share Posted December 30, 2014 @Starwaster:You don't have to use screenshot utilities. KSP does screenshots just fine on its own. (press F1)That didn't previously work for me on Linux and only produced scrambled images. And ksp.log leaves out important bits. You should instead provide the output_log.txt file. All of it, not just an excerpt.I've looked everywhere in my KSP directory and even home directory; there is no output_log.txt file anywhere. There's nothing anywhere in ./Kerbal\ Space\ Program/ that looks like a log file besides KSP.log. Here's what I have in my KSP directory (limited to 3 levels):ââ€Å“ââ€â‚¬Ã¢â€â‚¬ buildID.txtââ€Å“ââ€â‚¬Ã¢â€â‚¬ CKANââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ downloadsââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 03AFF82D-DMagicOrbitalScience-0.9.1.zipââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 0922FC79-LandingHeight-1.2.zipââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 0DEDFF52-Achievements-1.8.0.zipââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 17F2CEC0-ToadicusTools-0:latest.zipââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 225BC745-USI-EXP-0.3.1.zipââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 2387E467-TweakScale-v1.50.zipââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 2A0CB00F-ProceduralParts-v0.9.21.zipââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 2BE1F62E-Kerbanomics-0.1.4.zipââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 30D92328-KAS-0.4.10.zipââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 3752D688-UniversalStorage-1.0.0.zipââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 38B983C5-notes-0.10.1.zipââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 3E14EDEA-ModuleManager-2.5.6.zipââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 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ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Ravenspear\ Mk4.craftââ€â€š ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Rocket-power\ VTOL.craftââ€â€š ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Stearwing\ D45.craftââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ VABââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Ion-Powered\ Space\ Probe.craftââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Kerbal\ 2.craftââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Kerbal\ X.craftââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Learstar\ A1.craftââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Orbiter\ 1A.craftââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Rover\ +\ Skycrane.craftââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Space\ Station\ Core.craftââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Super-Heavy\ Lander.craftââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Two-Stage\ Lander.craftââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Z-MAP\ Satellite\ Launch\ Kit.craftââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ soundsKerbal\ Space\ Program/If you're asking about the STDOUT/STDERR output from running KSP in a terminal, there's nothing useful there. The output is solely from early startup and only consists of the Mono runtime path and joystick mapping. Is there anything else that I can provide? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 30, 2014 Share Posted December 30, 2014 This may have already been reported but I have not seen it anywhere. With the latest update in career mode prior to unlocking action groups when using the Part GUI to change the size of the parachute, I am noticing the chutes when placed in symmetry do not change size at the same time. Only the part you clicked on will change in size and when trying to size the others they will not scale to the same size. Is this just me or can anyone duplicate? ThanksYou have to copy your settings to the other chutes. There's a button for that. Copying to symmetry doesn't happen automagically. Quote Link to comment Share on other sites More sharing options...
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