drtedastro Posted December 1, 2013 Share Posted December 1, 2013 Okay guys, here goes nothing http://www.twitch.tv/stupid_chrisWarning: I might play heavy music. Sorry about that. Also, I'm running all of this on a laptop... there might be skips. At least it's something.That actually worked pretty good. Interesting.... I find that Ozzy works best for me when writing code.... Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 1, 2013 Author Share Posted December 1, 2013 With stock parachutes you get a blue "armed" state that's really handy when working with RT2 delays of a couple minutes. I noticed RC doesn't do this armed state or maybe just not the colored icon.Eh, no, RealChute does not have that armed state, on purpose of removing the furstration when you accidentally press space in space without wanting to. Quote Link to comment Share on other sites More sharing options...
Jasmir Posted December 1, 2013 Share Posted December 1, 2013 Hi Chris,the "Stock ModuleManager file" link is dead. Would you like to re-provide that file? Quote Link to comment Share on other sites More sharing options...
Guest Posted December 1, 2013 Share Posted December 1, 2013 You know that those separate downloads are not necessary? You can stuff all those MM files into your own mod folder, and they'll load once they detect parts they're supposed to modify. Quote Link to comment Share on other sites More sharing options...
Jasmir Posted December 1, 2013 Share Posted December 1, 2013 (edited) You know that those separate downloads are not necessary? You can stuff all those MM files into your own mod folder, and they'll load once they detect parts they're supposed to modify.It's hard to do so without knowledge of the content of the missing file.Anyway, i tried to put the realchute-module into the stock-chutes by myself:@PART[parachuteRadial]{ @sound_parachute_open = rcpredeploy sound_parachute_single = rcdeploy !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule preDeployedDrag = 1 deployedDrag = 500 stowedDrag = 0.22 minDeploymentAlt = 40000 deploymentAlt = 700 cutAlt = -1 timer = 0 mustGoDown = false preDeploymentSpeed = 2 deploymentSpeed = 6 cutSpeed = 0.5 preDeploymentAnimation = semiDeploy deploymentAnimation = fullDeploy parachuteName = Canopy capName = Cap spareChutes = -1 secondaryChute = false }}But it don't work. The Chute-Icons vanish from the staging-list, the Debug-console shows lines like [Log]: dT is NaN! tA: 1.65253508090973, E: 0, M: 0, T: NaNI can rightclick on the cutes, and try to activate this thing by "Deploy Chute", but the only result in a line like above. There is no visualy change, even if i click again and again on the "Deploy Chute"-Button. At some point (i mean at a hight around 5000 meters) the chute-modules on the vessel disapear, the debug-log shows a [Log]: parachuteRadial Exploded!! - blast awesomeness: 0.5(I don't see any explosion, not even a half awesome one like suggested by the logline )So can anyone help me to get this thing working? Edited December 1, 2013 by Jasmir Quote Link to comment Share on other sites More sharing options...
Frederf Posted December 1, 2013 Share Posted December 1, 2013 Eh, no, RealChute does not have that armed state, on purpose of removing the furstration when you accidentally press space in space without wanting to.Those are two different ideas, no? I could see disabling the spacebar-parachute link but the armed-state is a different ball of wax. I guess I'd save myself a lot of white hairs to start kOS scripting these landings for better first run chances of success. Quote Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted December 1, 2013 Share Posted December 1, 2013 on purpose of removing the furstration when you accidentally press space in space without wanting to.That sounds like an error between desk and chair, not an issue that needs coding to resolve.I suggest placing the 'arming' feature as an unassigned action group command. That seems like the most logical way to get it out of the way while leaving it available. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 1, 2013 Author Share Posted December 1, 2013 I suggest placing the 'arming' feature as an unassigned action group command. That seems like the most logical way to get it out of the way while leaving it available.Yeah, that sounds like a good idea. I'll try to pack this for next update. As for the stock MM file, I'll reupload now. Quote Link to comment Share on other sites More sharing options...
Kalista Posted December 2, 2013 Share Posted December 2, 2013 Disreguard my report on staging causing a parachute hangup untill or if i can get it to fire on a regular basis. Been trying all day with no luck so far that it may have been an error on my part. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 2, 2013 Author Share Posted December 2, 2013 Disreguard my report on staging causing a parachute hangup untill or if i can get it to fire on a regular basis. Been trying all day with no luck so far that it may have been an error on my part.Alright. I've informed Nathan anyway in case.Also, I've been trying to fix the action group bug. It's a little more tricky than expected, and the problem is with dual chutes only, reason why people using sumghai's SDHI are having the problem. I know how to fix it, and the earlier idea to "arm" the parachute should help fixing it. I'll get that buckled up for the next update while sumghai finishes the parts. Quote Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted December 2, 2013 Share Posted December 2, 2013 Oh, one other thing. I tried making a rocket with deploying chutes from on a jettisoned stage. (Deploy at jettison.) Works with normal chutes, but the Real Chutes don't seem to register/deploy one the external craft. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 2, 2013 Author Share Posted December 2, 2013 Oh, one other thing. I tried making a rocket with deploying chutes from on a jettisoned stage. (Deploy at jettison.) Works with normal chutes, but the Real Chutes don't seem to register/deploy one the external craft.That was fixed with v0.2.1, make sure you are using the updated plugin. Quote Link to comment Share on other sites More sharing options...
andqui Posted December 2, 2013 Share Posted December 2, 2013 The link to the stock module manager config is dead, could it be updated? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 2, 2013 Author Share Posted December 2, 2013 The link to the stock module manager config is dead, could it be updated?Yeah, as soon as I have some time. I'm studying for a Calculus III exam, and I have three exams next week, kinda full over here. It should be back by tomorrow noon EST Quote Link to comment Share on other sites More sharing options...
drtedastro Posted December 2, 2013 Share Posted December 2, 2013 Drink heavy... Take finals with hangover, worked for me..... Brain figures out quickest and best way to get it over with quick...3.7 from Eng school, it works....Good luck with your work.... Quote Link to comment Share on other sites More sharing options...
Spanier Posted December 2, 2013 Share Posted December 2, 2013 I somehow can't activate a chute with an action groupe, someone knows where the problem is?I installed your mod and added the "MustGoDown = true" to all main and drogue chutes. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 2, 2013 Author Share Posted December 2, 2013 I somehow can't activate a chute with an action groupe, someone knows where the problem is?I installed your mod and added the "MustGoDown = true" to all main and drogue chutes.Known issue, working on a fix, look at the last few pages Quote Link to comment Share on other sites More sharing options...
Spanier Posted December 2, 2013 Share Posted December 2, 2013 Known issue, working on a fix, look at the last few pages Oh sorry, I just thought, I plunged something wrong inside the files Thanks for the work Quote Link to comment Share on other sites More sharing options...
iStickyDuck Posted December 2, 2013 Share Posted December 2, 2013 Very nice! Maybe re-texture the parachutes so main has blue, drogue has orange and drag has green (because it seems sensible) That way it's easy to tell them apart just by looking Quote Link to comment Share on other sites More sharing options...
enneract Posted December 2, 2013 Share Posted December 2, 2013 The link for the stock parts ModuleManager link does not work. Quote Link to comment Share on other sites More sharing options...
DasBananenbrot Posted December 2, 2013 Share Posted December 2, 2013 The link for the stock parts ModuleManager link does not work.Look a few posts above on the same page...... Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 3, 2013 Author Share Posted December 3, 2013 (edited) Very nice! Maybe re-texture the parachutes so main has blue, drogue has orange and drag has green (because it seems sensible) That way it's easy to tell them apart just by looking That's already planned, and green is also the colour we had planned for drag chutes Fixing the stock MM file now, couldn't do it earlier, internet at school gave up.EDIT: There, it's back and working now Edited December 3, 2013 by stupid_chris Quote Link to comment Share on other sites More sharing options...
nothke Posted December 3, 2013 Share Posted December 3, 2013 (edited) This is a short segment of animation tests I was doing some time ago, that I mentioned. I think I will come back to it these days.. These could be turned into loops and actually used in KSP Edited December 3, 2013 by nothke Quote Link to comment Share on other sites More sharing options...
sumghai Posted December 3, 2013 Share Posted December 3, 2013 Very nice! Maybe re-texture the parachutes so main has blue, drogue has orange and drag has green (because it seems sensible) That way it's easy to tell them apart just by looking That's already planned, and green is also the colour we had planned for drag chutes Weeeeell... as of right now, the main chutes have alternating orange and white gores in the canopy, while the drogues / drag chutes are completely white.The blue/orange/green scheme is for the casings. Quote Link to comment Share on other sites More sharing options...
enneract Posted December 3, 2013 Share Posted December 3, 2013 Look a few posts above on the same page......Nothing is above the OP. Quote Link to comment Share on other sites More sharing options...
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