Hevak Posted February 14, 2015 Share Posted February 14, 2015 Hey thanks for the great mod, been using it for a couple days now and it's so much nicer than packing on tons of stock chutes. And I hate to ask something that I know has been answered a few times as I saw this answered before I downloaded the mod and was looking through tons of old posts, but I can't for the life of me find it now. How can can I set the chutes to auto arm through staging like stock chutes did. So that I can hit spacebar to stage and then when chutes get to proper requirements it deploys automatically. And not having to either click each chute to arm them or wait until requirement are met for chutes and deploying manually? What file and what setting am I looking to change again please ? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 14, 2015 Share Posted February 14, 2015 Hey thanks for the great mod, been using it for a couple days now and it's so much nicer than packing on tons of stock chutes. And I hate to ask something that I know has been answered a few times as I saw this answered before I downloaded the mod and was looking through tons of old posts, but I can't for the life of me find it now. How can can I set the chutes to auto arm through staging like stock chutes did. So that I can hit spacebar to stage and then when chutes get to proper requirements it deploys automatically. And not having to either click each chute to arm them or wait until requirement are met for chutes and deploying manually? What file and what setting am I looking to change again please ?Space Center. Look for the chute icon on the toolbar. Quote Link to comment Share on other sites More sharing options...
Hevak Posted February 14, 2015 Share Posted February 14, 2015 Space Center. Look for the chute icon on the toolbar.Lmao. Totally missed that icon and didn't even notice it.. Thank you very much. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted February 14, 2015 Author Share Posted February 14, 2015 Would you be willing to do that sometime? Take your time, seriously, but with the popularity of SpaceX it'd be something I (and I'm sure many others) would love to have to play with.I don't have the time to. Someone can do it and send me the config and I'll check it quickly before packaging it, but I don't have the time too right now and in a near forseeable future. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted February 14, 2015 Share Posted February 14, 2015 I believe in the main KSC screen the realchutes icon on the toolbar. In it is a setting of arm when deploying. I believe that should be what you're after. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 14, 2015 Share Posted February 14, 2015 I think I'm doing something wrong with RealChute, but I'm not sure what. To make sure it's not a mod conflict of some such, I tried the baseline RealChute parts and everything works just fine, so it's a configuration issue or something else on my end.It appears to be a problem with the fully deployed animation for my parachute. Here's what I mean:The craft slows down as expected but the fully deployed animation isn't run. It works just fine for the stock parachute module, the semiDeploy and fullyDeploy animations that I created work perfectly.Here is what I use for the stock parachute module:MODULE{ name = ModuleParachute invertCanopy = true autoCutSpeed = 0.5 capName = cap canopyName = canopy semiDeployedAnimation = semiDeploy fullyDeployedAnimation = fullyDeploy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 800 minAirPressureToOpen = 0.01 deployAltitude = 500 deploymentSpeed = 0.4 semiDeploymentSpeed = 1 }This is what I have for RealChute: MODULE { name = RealChuteModule caseMass = 0.01 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 2 deployedDiameter = 50 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 1 preDeploymentAnimation = semiDeploy deploymentAnimation = fullyDeploy parachuteName = canopy capName = cap } }// MODULE// {// name = ProceduralChute// textureLibrary = StockReplacement// currentCanopies = Main chute// } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } }Any ideas what I could be doing wrong? The cap name, canopy name, and animation names all match the 3D model I built and the values I used for the stock parachute mod, so I think I'm missing something else.Thanks for the help! Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted February 15, 2015 Author Share Posted February 15, 2015 The last time I saw something like this, its because the animation hadnt been exported correctly in unity. Im no modeler, so I dont havr a clue if what I said even makes sense but yeah. Its a problem with the model/animation. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 15, 2015 Share Posted February 15, 2015 Also make sure the animation name is correct for the fully deployed animation. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 15, 2015 Share Posted February 15, 2015 Not entirely sure what was wrong, but it's definitely fixed now. Thanks for the help! What gets me is that the animations worked perfectly with the stock parachute model. I like how RealChute can see that my chute is slightly offset from center and properly angles the craft. Quote Link to comment Share on other sites More sharing options...
thisischrys Posted February 15, 2015 Share Posted February 15, 2015 Is there a known issue with 64-bit linux?I only get "Toggle" Info on rightclicking the Realchute Cone chute, no next and previous size.It works fine in Windows 32-bit (With the exact same mods, except on Linux I have Astronomer's visual packhttp://i.imgur.com/8xcZGBu.jpg000_Toolbar000_USIToolsArcanumIndustriesARTBoulderCoChattererCoherentContractsCommunityResourcePackCommunityTechTreeContractConfiguratorContractPacksContract_science_modifierCrowdSourcedScienceDeadlyReentryDistantObjectDMagic Orbital ScienceEnvironmentalVisualEnhancementsEvilCorpExtraplanetaryLaunchpadsFinalFrontier.datFirespitterJSIKASKerbalConstructionTimeKerbalEngineerKerbalJointReinforcementKerbalStatsKerbinSideKSPAPIExtKSP-AVCMagicSmokeIndustriesMechJeb2medsouzmods.txtModuleManager.2.5.9.dllModuleManager.ConfigCacheModuleManager.ConfigSHAModuleRCSFXNASAmissionNavyFishNehemiahIncNereidPlanetShineRealChuteRegolithRemoteTechSafeChuteSCANsatScienceAlertSmokeScreenSquadStageRecoveryStationScienceStockBugFixModulesTechManagerTextureReplacerThunderAerospaceToadicusToolstoolbar-settings.datTriggerTechTweakableEverythingTweakScaleUmbraSpaceIndustriesUniversalStorageVerneTechVNGWaypointManagerWiderContractsAppWombatConversions Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted February 16, 2015 Author Share Posted February 16, 2015 Not entirely sure what was wrong, but it's definitely fixed now. Thanks for the help! What gets me is that the animations worked perfectly with the stock parachute model. I like how RealChute can see that my chute is slightly offset from center and properly angles the craft. That's what we call emergent behaviour. I'm not doing anything so that it does that. I'm just applying the force as it should be, and the ship position itself as it should be Is there a known issue with 64-bit linux?I only get "Toggle" Info on rightclicking the Realchute Cone chute, no next and previous size.It works fine in Windows 32-bit (With the exact same mods, except on Linux I have Astronomer's visual packhttp://i.imgur.com/8xcZGBu.jpgThe option dissapears once you have unlocked action groups, or if you are in sandbox/science mode. Use the action groups editor window. Quote Link to comment Share on other sites More sharing options...
Shtirliz72 Posted February 16, 2015 Share Posted February 16, 2015 (edited) I don't know why, but sometimes parachutes doesn't arm. And when parachutes deployed sound of deployment run twice(Or single time when they doesn't arm). That just strange.UPD. Chutes doesn't arm when in settings toggled predeployment by pressure(0.01). With predeployment by altitude all goes normal. Edited February 16, 2015 by Shtirliz72 Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted February 16, 2015 Author Share Posted February 16, 2015 I don't know why, but sometimes parachutes doesn't arm. And when parachutes deployed sound of deployment run twice(Or single time when they doesn't arm). That just strange.UPD. Chutes doesn't arm when in settings toggled predeployment by pressure(0.01). With predeployment by altitude all goes normal.I can't help you with only this information. Quote Link to comment Share on other sites More sharing options...
Shtirliz72 Posted February 16, 2015 Share Posted February 16, 2015 I can't help you with only this information.Ok. Test case was simple:Command Pod mk1Rt-10 Solid BusterMk-16 Parachute2 x RealChute Radial ChutesMods Installed(fully reinstalled KSP with mods week ago, all mods are actual with latest versions):Adjustable_Landing_Gear-1.0.4B9_Aerospace_Pack_R5-2-8DeadlyReentry_v6.4.0DockingPortAlignment_5.1FerramAerospaceResearch_v0_14_6Interstellar_090_0136 (from develop)Karbonite_0.5.5KerbalAlarmClock_3.2.3.0KerbalEngineer-1.0.15.2KerbalJointReinforcement_v3.1.1MechJeb2-2.4.2MKS_0.22.6Mod-Oriented_Tech_Tree-0.3.1ModuleManager-2.5.9NavHud_1.1.4OPTV1.5PlanetShine-0.2.2.1RealChute_Parachute_Systems-1.2.6.3RemoteTech-1.6.3SCANsat_v10TacLifeSupport_0.10.2.15Toolbar-1.7.8Trajectories-v1.1.3TransferWindowPlanner_1.2.3.0VenStockRevamp-1.7.2WaypointManager_2.1.2Active Texture Management 4.3 x86-Basic-ReleaseI would like to tell addictional info, but I don't know what kind of info you expect. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 16, 2015 Share Posted February 16, 2015 How is "textureLibrary" in the ProceduralChute used? Will it use my custom canopy mesh and texture if I specify a texture map for it, or does it replace the part's canopy mesh wit one from RealChute? Quote Link to comment Share on other sites More sharing options...
barwick11 Posted February 18, 2015 Share Posted February 18, 2015 So how in the world do you uninstall this mod completely? I'm playing with a few things at a time, and having to mess with chutes isn't on my list right now, but unfortunately, deleting the folder in gamedata AND its modulemanager didn't fully remove its customization options in the game. Quote Link to comment Share on other sites More sharing options...
bolttanker Posted February 18, 2015 Share Posted February 18, 2015 hi i have a smal problem your chutes are not showing in the stages plz help Quote Link to comment Share on other sites More sharing options...
NathanKell Posted February 19, 2015 Share Posted February 19, 2015 hi i have a smal problem your log is not showing up in your post plz helpOn a more serious note: welcome to the forums! But you gotta provide some actual information in order for anyone to help you... :] Quote Link to comment Share on other sites More sharing options...
McyD Posted February 19, 2015 Share Posted February 19, 2015 Quick question, Just started using this. Videos show a configure screen for the parachutes; however, I have yet to get one to pull up. Are they only on certian parachute/creative only/ changed since the videos? Just wondering if I have a mod conflict somewhere or if it is only there under specific situations. Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted February 19, 2015 Share Posted February 19, 2015 You need access to the action groups menu if you're in career mode. Once you have a tier 2(?)+ VAB you can edit them by going to the action groups panel and selecting any RC part Quote Link to comment Share on other sites More sharing options...
McyD Posted February 19, 2015 Share Posted February 19, 2015 Oh, thank you! That clears that up, I probably never would have thought to look there, I kept looking for a toggle or hotkey. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted February 19, 2015 Author Share Posted February 19, 2015 (edited) How is "textureLibrary" in the ProceduralChute used? Will it use my custom canopy mesh and texture if I specify a texture map for it, or does it replace the part's canopy mesh wit one from RealChute?All the documentation is in the OP. Look at what RealChute uses for examples. You don't need it at all if you are not going to have multiple textures/mcanopy models available for a single part and if you don't mind the canopies not scaling with parachute diameter.So how in the world do you uninstall this mod completely? I'm playing with a few things at a time, and having to mess with chutes isn't on my list right now, but unfortunately, deleting the folder in gamedata AND its modulemanager didn't fully remove its customization options in the game.1) You don't have to mess with chutes if you don't want to. Slap them on just as you would with stock chutes if you don't want to mess with it.2) You certainly did not delete it correctly if it still appears. Edited February 19, 2015 by stupid_chris Quote Link to comment Share on other sites More sharing options...
barwick11 Posted February 19, 2015 Share Posted February 19, 2015 Here's my GameData folder...http://tinypic.com/r/2vmujv8/8The *chutes* aren't there, they've been gone for a while after I deleted it. But the ability to customize, plus the behavior of the chutes (opening WAY higher than the stock 500m) is still there. Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted February 19, 2015 Share Posted February 19, 2015 logs will be much more helpful than a picture of GameData (in particular, it lists all plugin .dlls and their locations near the top...) Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted February 19, 2015 Author Share Posted February 19, 2015 Here's my GameData folder...http://tinypic.com/r/2vmujv8/8The *chutes* aren't there, they've been gone for a while after I deleted it. But the ability to customize, plus the behavior of the chutes (opening WAY higher than the stock 500m) is still there.You mean like by right clicking the chutes?This is the stock parachutes doing this. Quote Link to comment Share on other sites More sharing options...
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