Camacha Posted December 3, 2013 Share Posted December 3, 2013 This is a short segment of animation tests I was doing some time agoThe animations are really pretty, buy I feel the windspeed looks a lot lower than it should be Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 3, 2013 Share Posted December 3, 2013 Is it possible to resize the canopy? Quote Link to comment Share on other sites More sharing options...
drtedastro Posted December 3, 2013 Share Posted December 3, 2013 The animations are really pretty, buy I feel the windspeed looks a lot lower than it should be While the animations are 'cute', I agree with Camacha that they look like they are opening in a freshening breeze... Not being shot out into supersonic or just below air flow....I will try to find the animations JPL used for the "7 Minutes of Hell" for Curiosity supersonic chute...That was a chute opening... YeHa... Quote Link to comment Share on other sites More sharing options...
Autochton Posted December 3, 2013 Share Posted December 3, 2013 Wouldn't that simply be a question of speeding the animations up? The canopy opening looked on the slow side to me too, leading me to think the video was a slow-motion showcase. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 3, 2013 Author Share Posted December 3, 2013 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 Nice! Turning that into a loop and playing this at varying speed according to windspeed would be nice 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.That's what I meant Is it possible to resize the canopy?It sure is possible through the code, and I'm planning to look into this, but I doubt it is in a config since the canopy is part of the main parachute model. Quote Link to comment Share on other sites More sharing options...
BobCat Posted December 3, 2013 Share Posted December 3, 2013 Hi Chris. Im have a little problem. After droug parachute activation he opened and work fine. But in cfg file i set secCutAlt = 1950 , but the parachute is cut off at a much higher altitude than 1,950 meters (maybe you consider the height above sea level and not real height). Before that cut , main canopy activated in at a higher elevation than specified in cfg parameter minDeploymentAlt = 2000, and damaged. Is there a solution to this problem? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 3, 2013 Author Share Posted December 3, 2013 (edited) Hi Chris. Im have a little problem. After droug parachute activation he opened and work fine. But in cfg file i set secCutAlt = 1950 , but the parachute is cut off at a much higher altitude than 1,950 meters (maybe you consider the height above sea level and not real height). Before that cut , main canopy activated in at a higher elevation than specified in cfg parameter minDeploymentAlt = 2000, and damaged. Is there a solution to this problem?If you are using dual chutes, you have to make sure there's two parachue transforms in your part and that both of them are animated.Else, all deployments are according to true altitude. So if the ground below you goes up to 200m above sea level, your parachute will cut at 2150m ASL. This also goes for activation. Activation however will check if the terrain height below your craft is higher than the minDeploymentAlt is. If it is, it will use true altitude to deploy, else it will use sea level height.That last part is a bit wacky I know, I'm trying to refine it for the next update.EDIT: That last part is indeed wacky. Just booted up VS to try to change it to something that would act a little better, but I can see a lot of potential problems with it if two values are a little too close to each other. I'll be completely removing this for the next update.EDIT²: Thinking it through, I think I will change this a little.Currently, minimum deployment works like this:MODULE{ name = RealChuteModule .... minDeploymentAlt = 40000 deploymentAlt = 700 ....}Instead I would do this:MODULE{ name = RealChuteModule .... minIsPressure = false minDeployment = 40000 //or minDeployment = 0.01 deploymentAlt = 700 ....}What this allows: deployment can now depend either on altitude or pressure. minIsPressure defines is the value of minDeployment is atmospheric pressure or true altitude. That should make a few people happy and set a base for what I wanted to do for the next update anyway.Cheers guys!EDIT³:public float MinDeployment() { //Returns the right value to check if (minIsPressure) { return pressure; } else { return GetTrueAlt(); } } Edited December 3, 2013 by stupid_chris Quote Link to comment Share on other sites More sharing options...
rottielover Posted December 3, 2013 Share Posted December 3, 2013 possible bug report:Kerbal on EVA can't re-pack the chutes.. Only option is "deploy chute" (even though it's already deployed and cut. 5 spare chutes are listed. I just noticed it. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 3, 2013 Author Share Posted December 3, 2013 possible bug report:Kerbal on EVA can't re-pack the chutes.. Only option is "deploy chute" (even though it's already deployed and cut. 5 spare chutes are listed. I just noticed it.It worked last I checked. Were you using dual chutes or single chutes? Quote Link to comment Share on other sites More sharing options...
rottielover Posted December 3, 2013 Share Posted December 3, 2013 using the "Realchutes" radial mains and drogue's. I'll reload the game and start wacking mods to see if that solves it. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 3, 2013 Author Share Posted December 3, 2013 using the "Realchutes" radial mains and drogue's. I'll reload the game and start wacking mods to see if that solves it.Weird, those had the problem in my dev build v0.2x1 that I gave to my testers and I solved it back then. I'll check about that. Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 4, 2013 Share Posted December 4, 2013 Is the FASA Gemini chute visibility problem going to be solved in the next release? (It just looks so silly! ) Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 4, 2013 Author Share Posted December 4, 2013 Is the FASA Gemini chute visibility problem going to be solved in the next release? (It just looks so silly! )I'll look into it when redoing the MM file, but I doubt I can do much, the parachute is simply not responding. Quote Link to comment Share on other sites More sharing options...
Andrezado Posted December 4, 2013 Share Posted December 4, 2013 Damn chris, that profile picture of yours scares the crap out of me for some reason. Also I'm loving the mod, since I use Deadly Reentry, sometimes my kerbals die because of the... um... "extensive" forces they "suffer" on reentry and on parachuting down heh... Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 4, 2013 Author Share Posted December 4, 2013 Alright, good news!I've fixed the last bugs concerning action groups and part GUI, and I'vem received the new parts RealChute v0.3 should be up tonight Quote Link to comment Share on other sites More sharing options...
wasmic Posted December 4, 2013 Share Posted December 4, 2013 Great. Sadly, I'm really busy with school. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 4, 2013 Author Share Posted December 4, 2013 Hey guys, I have a question for you guys.As you might know, the pods don't have the same size of top and bottom nodes. That means that the parachutes I just received will either fit perfectly on pods or on fuel tanks. The other will have a small weird gap. What would you guys prefer? Quote Link to comment Share on other sites More sharing options...
Kalista Posted December 4, 2013 Share Posted December 4, 2013 (edited) Hey guys, I have a question for you guys.As you might know, the pods don't have the same size of top and bottom nodes. That means that the parachutes I just received will either fit perfectly on pods or on fuel tanks. The other will have a small weird gap. What would you guys prefer?My votes on pods since thats where most of my chutes will go. Chutes on my boasters wont be in view long enough for me personally to care if their pretty or not.edit: Also couldn't it also be possible to duplicate the parts and just change the names so you have one that fits correctly on a pod and one on the tanks or would that just be a PITA. Edited December 4, 2013 by Kalista Quote Link to comment Share on other sites More sharing options...
drtedastro Posted December 4, 2013 Share Posted December 4, 2013 Pods, please. As above, boosters will be out of sight pretty quickly... thanks. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 4, 2013 Author Share Posted December 4, 2013 My votes on pods since thats where most of my chutes will go. Chutes on my boasters wont be in view long enough for me personally to care if their pretty or not.edit: Also couldn't it also be possible to duplicate the parts and just change the names so you have one that fits correctly on a pod and one on the tanks or would that just be a PITA.I can do it, but that would effectively take a full page in the editor. There's 15 parts for the next update, dupplicating them would bring that number to 30, and give you a whole lot of parachutes to chose from. Not sure if it's desirable.EDIT: although that's a great idea for next update, making this togglable in the editor... taking note. Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 4, 2013 Share Posted December 4, 2013 Maybe work with e-dog and NathanKell and make a procedural version? Because that would just be a killer feature and make all of use who use Realism Overhaul rescaled parts very, very happy. Quote Link to comment Share on other sites More sharing options...
DasBananenbrot Posted December 4, 2013 Share Posted December 4, 2013 My vote goes for pod too as it is needed there the most Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 4, 2013 Author Share Posted December 4, 2013 Maybe work with e-dog and NathanKell and make a procedural version? Because that would just be a killer feature and make all of use who use Realism Overhaul rescaled parts very, very happy.I've already been saying since I first released this that it was what I'm aiming for Quote Link to comment Share on other sites More sharing options...
jrandom Posted December 4, 2013 Share Posted December 4, 2013 coughWell then... carry on! don't mind me I'm just shufflin' along... Quote Link to comment Share on other sites More sharing options...
Kalista Posted December 5, 2013 Share Posted December 5, 2013 (edited) One thing I have been thinking about. I play with DRE and FAR and with how high you can pop your chutes as long as I don't come in at an extreme angle there's litterally nothing stopping me from releasing my main chute the second i go below 40km. The rate at which it slows me down by the time I hit the 32-30km range I'm going slowly enough that theres no risk of the chutes catching fire making a heatshield redundant. Can you give thought to maybe asking nathan if you can "borrow" his ablative shielding coding and apply it to chutes but name it somethin that has to do with how much of the chute is still intact and functioning. Such as either if the resource is gone your chutes are basicly shredded beon use and are automaticly cut or the ammount of drag they produce is equal to how much of the integrity resource is left? I know I can just house rule myself and not fire chutes litterally the first moment I can but having to think before I hit that button wouldn't be a bad thing especially if it can be disabled if someone didn't wish to bother with it.Heck you could even take it a step further and with all the new parachutes you have spread them across the tech tree denoting where parachute tech is increasing ( early chutes are barely a step above WW2 era tech later ones made of much stronger stuff able to take the higher reentry speeds). Edited December 5, 2013 by Kalista Quote Link to comment Share on other sites More sharing options...
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