Guest Posted December 7, 2013 Share Posted December 7, 2013 Wait, so you included unique sound files for all the packs? That's quite a lot of sounds. Of course, if they aren't unique, why not just direct the MM files to use a single, common sound effect? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 7, 2013 Author Share Posted December 7, 2013 Wait, so you included unique sound files for all the packs? That's quite a lot of sounds. Of course, if they aren't unique, why not just direct the MM files to use a single, common sound effect?Did you read what I linked? You currently cannot do this.The only way to add custom sounds in KSP is this way:For each part cfg file, you need to create a new folder in the same folder this config is, named exactly like the cfg is, and put a folder inside this folder and name it "Sounds". Then inside of this, you put your sounds, and they must all begin with "sound_", followed by whatever you like. It's not to be fancy, it's really the only known way to do it since .20That means yes, each part file has it's own sounds, although it's always the same sound. I can't do it any other way. As I mentioned quite a few times in this thread already, hopefully the new FXGroups in .23 will fix this. Quote Link to comment Share on other sites More sharing options...
DragonEG Posted December 7, 2013 Share Posted December 7, 2013 Just updated to 0.3.1 and immediately found a bug:Pre-deployed chute on in-atmosphere hyper-speeds flies faster than ship. Or something like this.Screenshot of the case:Mods: a lot of, FAR and DR included (without FAR you probably need to drop from surface of the Mun to achieve such speed).Way to recreate:1) Build a rocket with just a capsule, solid fuel booster and 0.625m Main Chute2) Launch vertically3) Arm parachute at apoapsis (far above the atmosphere)4) Wait until it deploys (40Km, ~1640 m/s)5) Wait futher until chute starts to show some atmospherics FX (around 25Km, ~1660 m/s)6) Watch in horror as your chute suddenly rotates around your ship and goes for the surface upside-down 7) ...8) When speed decrease to a reasonable value - chute returns to normal position above vessel Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 7, 2013 Author Share Posted December 7, 2013 (edited) Just updated to 0.3.1 and immediately found a bug:Pre-deployed chute on in-atmosphere hyper-speeds flies faster than ship. Or something like this.-snip-Could you please try to repplicate this without FAR? I'd rather make sure it's not a compatibility problem and really a problem with the plugin. I know for sure that in stock, a pod and a booster doesn't get you out of the atmosphere for sure. I haven't experienced such an issue in my testing. Also, did the parachute invert orientations slowly or as a whole block?EDIT: Okay, I didn't try it and I'm seeing a few NullRefs in my log, investigating. Edited December 7, 2013 by stupid_chris Quote Link to comment Share on other sites More sharing options...
DragonEG Posted December 7, 2013 Share Posted December 7, 2013 (edited) Could you please try to repplicate this without FAR? I'd rather make sure it's not a compatibility problem and really a problem with the plugin. I know for sure that in stock, a pod and a booster doesn't get you out of the atmosphere for sure. I haven't experienced such an issue in my testing. Also, did the parachute invert orientations slowly or as a whole block?EDIT: Okay, I didn't try it and I'm seeing a few NullRefs in my log, investigating.OK, i'll try it without FAR. Obviously i'll just need some MORE boosters to achieve such speed.Parachute invert orientation slowly. Sorry, i can't record a video.Fresh KSP instance, only RealChute installed......a-a-and here it go again:Way to repeat:1-2) Same as before, but use 4 Boosters with decouplers, like this:3) This is enough to achieve apoapsis around 1.4Mm.4-5) Deployment speed: ~2700 m/s, so you will immediately get "we're burning!" FX...6) And chute goes in reverse until around 600m/s it returns to normal. Edited December 7, 2013 by DragonEG Quote Link to comment Share on other sites More sharing options...
scottholio Posted December 7, 2013 Share Posted December 7, 2013 There seems to be a problem with the configs for Bargain Rocketry, the rustic parachute is tiny when deploys, small enough to fit in its case. It still works though. On another note, I think the full size parachutes look really awesome. I really hope you keep them that way .Cheers Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 7, 2013 Author Share Posted December 7, 2013 (edited) OK, i'll try it without FAR. Obviously i'll just need some MORE boosters to achieve such speed.Parachute invert orientation slowly. Sorry, i can't record a video.Fresh KSP instance, only RealChute installed......a-a-and here it go again:Way to repeat:1-2) Same as before, but use 4 Boosters with decouplers, like this:3) This is enough to achieve apoapsis around 1.4Mm.4-5) Deployment speed: ~2700 m/s, so you will immediately get "we're burning!" FX...6) And chute goes in reverse until around 600m/s it returns to normal.Yeah I have an idea what it could be. I was previously using "-this.vessel.srf_velocity" as a drag vector to orient the chutes. I changed to the part velocity for this update to minimalize wonkiness with localized drag. I'm guessing that part velocity is taken according to velocity in space, and that this disregard Krakensbane which affects the frame. I added the frame velocity and it seems to work well now, I'm not getting this over here. This is mostly aesthetics, so I'll wait a little before updating.There seems to be a problem with the configs for Bargain Rocketry, the rustic parachute is tiny when deploys, small enough to fit in its case. It still works though. On another note, I think the full size parachutes look really awesome. I really hope you keep them that way .CheersI'll take a look, thanks. EDIT: turns out it's the same misterious issue as the FASA chutes. Weird. Edited December 8, 2013 by stupid_chris Quote Link to comment Share on other sites More sharing options...
scorchdestroya Posted December 8, 2013 Share Posted December 8, 2013 For some reason, on the SDHI docking ports only the main chute works, the drogue and it's cover don't deploy. Am I the only only one getting this problem? Quote Link to comment Share on other sites More sharing options...
DasBananenbrot Posted December 8, 2013 Share Posted December 8, 2013 For some reason, on the SDHI docking ports only the main chute works, the drogue and it's cover don't deploy. Am I the only only one getting this problem?No you are not the only one. As said one or two pages before the new 0.3 update for RealChute broke compatibility with SDHI Mod parachute. We have to wait for sumghai to update his mod... Quote Link to comment Share on other sites More sharing options...
sumghai Posted December 8, 2013 Share Posted December 8, 2013 For some reason, on the SDHI docking ports only the main chute works, the drogue and it's cover don't deploy. Am I the only only one getting this problem?No you are not the only one. As said one or two pages before the new 0.3 update for RealChute broke compatibility with SDHI Mod parachute. We have to wait for sumghai to update his mod...SDHI SMS has just been updated to V1.5. Quote Link to comment Share on other sites More sharing options...
DasBananenbrot Posted December 8, 2013 Share Posted December 8, 2013 SDHI SMS has just been updated to V1.5.Well, that is what I call good timing Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 8, 2013 Share Posted December 8, 2013 I finally got to test the SDHI 1.5. The chutes are awesome. The little chutes came out and I was worried what to do to make the regular chutes to come out, I was about to cut them loose and then the main chutes came out on their own. A tear at that moment dropped out of Jeb's large eye and he said thank you! Quote Link to comment Share on other sites More sharing options...
Zander Posted December 9, 2013 Share Posted December 9, 2013 I have 2 of each chute in my part menu. they appear to be completely identical Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 9, 2013 Author Share Posted December 9, 2013 I have 2 of each chute in my part menu. they appear to be completely identicalAre you sure you are not seeing the 1.25m and 0.625m chutes? Quote Link to comment Share on other sites More sharing options...
Zander Posted December 9, 2013 Share Posted December 9, 2013 Are you sure you are not seeing the 1.25m and 0.625m chutes?Yes i have 2 sets of 1.25 and 2 sets of .625 as well as 2 sets of radial chutes. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 9, 2013 Author Share Posted December 9, 2013 Yes i have 2 sets of 1.25 and 2 sets of .625 as well as 2 sets of radial chutes.Then you probably have dupplicates in your GameData folder, either you copied it twice or you didn't overwrite it when updating. The download does not have two sets of parts. Just go ahead and delete half of them Quote Link to comment Share on other sites More sharing options...
Mihara Posted December 9, 2013 Share Posted December 9, 2013 I'm aware of that, but for now, that would bloat the download terribly because of an extremely high amount of .wav files for the sounds. The way it currently works, each part cfg file needs it's own folder with the .wav files, as is explained here. Although the MM files won't affect anything, all the sound files will be loaded. Until there's a fix on that side from KSP, I would rather not include all those files in the main download. Downloading a few extra files isn't that hard, it'll have to do for now I fear.Do they have to be .wav files? Because I'm pretty sure GameDatabase makes no distinction between various sound formats after they are loaded, and compressing them to ogg would make it much less of a problem, as well as reduce memory consumption. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 9, 2013 Author Share Posted December 9, 2013 Do they have to be .wav files? Because I'm pretty sure GameDatabase makes no distinction between various sound formats after they are loaded, and compressing them to ogg would make it much less of a problem, as well as reduce memory consumption.I can compress them to .ogg, but I would rather wait for the new FX groups who are right around the corner with .23 before doing anything. Quote Link to comment Share on other sites More sharing options...
ZobrAA Posted December 9, 2013 Share Posted December 9, 2013 I have a srtange bug with "Parachutes no create drag from the very area where they originate from. This means a chute on the side will hang realistically without a CoM offset" on my custom welded chute.So, here my custom welded chute, made on basis of SDHI_ParaDock_1_ClampOTron:PART{name = ZobrA_SumDum_Chute4DockPortmodule = Partauthor = sumghai / ZobrA// --- asset parameters ---MODEL { model = SDHI/Service Module System/Parts/SDHI_ParaDock_1_ClampOTron/model scale = 1.007, 1.0, 1.007 position = 0.0, -0.1, 0.0 //0.48 rotation = 0.0, 180.0, 0.0}MODEL { model = Squad/Parts/Structural/structuralMiniNode/model scale = 1.0, 1.0, 1.0 position = 0.0, -0.1823258, 0.0 //0.48 rotation = 0.0, 0.0, 0.0}rescaleFactor = 1node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0cost = 560category = Utilitysubcategory = 0title = Chute4DockPortmanufacturer = Sum Dum Heavy Industriesdescription = Wishing to expand assortment of it's products Sum Dum Heavy Industries released parachute of the revolutionary design for exclusive integration with Mk1-2-Z Command Pod.attachRules = 1,0,1,0,1mass = 0.150dragModelType = defaultmaximum_drag = 0.0minimum_drag = 0.0angularDrag = 0.0crashTolerance = 100maxTemp = 1700 //3400 its for DRbreakingForce = 200breakingTorque = 200MODULE{ name = ModuleLight lightName = spotlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.16 animationName = SDHI_ParaDock_1_Lights useResources = true} MODULE { name = RealChuteModule material = Nylon caseMass = 0.2 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 5 secondaryChute = true // Main chutes capName = chute_cover_mains parachuteName = canopy_main preDeploymentAnimation = SDHI_ParaDock_1_main_semi_deploy deploymentAnimation = SDHI_ParaDock_1_main_full_deploy preDeployedDiameter = 3 deployedDiameter = 55 minIsPressure = false minDeployment = 1500 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 // Drogue chutes secCapName = chute_cover_drogue secParachuteName = canopy_drogue secPreDeploymentAnimation = SDHI_ParaDock_1_drogue_semi_deploy secDeploymentAnimation = SDHI_ParaDock_1_drogue_full_deploy secPreDeployedDiameter = 5 secDeployedDiameter = 10 secMinIsPressure = false secMinDeployment = 40000 secDeploymentAlt = 7000 secCutAlt = 2000 secPreDeploymentSpeed = 1 secDeploymentSpeed = 4 }}I'm using it for my custom Mk1-2 pod, welded with dockport and heatshied. It is pretty much the same as SDHI_ParaDock_1_ClampOTron, but it behaves wrong:And for comparison stock Mk1-2pod + SDHI_ParaDock_1_ClampOTron:What can it be? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 9, 2013 Author Share Posted December 9, 2013 Okay, at first I was as confused as you, but after creating this config and opening it in game, I know what is not working properly. Well actually it's working exactly as intended.The plugin will find the position of the parachute. However, the force is applied on the part, not on the whole vessel. And in this case, your part's origin is below where the parachute is attached. This is why it has less effect, because the force is applied more "on top" of the part and has less lateral effect.Normal case where the part origin is on the same level as the parachuteYour case, were the part origin is below the parachuteHere, in black is the pod, in yellow the parachute case, in red the part's origin, in blue the force applied by the parachute, and in green the relative force applied on the part.This is all just normal physics being applied here. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 9, 2013 Share Posted December 9, 2013 I'm assuming pressure isn't dynamic pressure?Any chance we might see that in the future, at least when FAR is installed alongside? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 9, 2013 Author Share Posted December 9, 2013 I'm assuming pressure isn't dynamic pressure?Any chance we might see that in the future, at least when FAR is installed alongside?To be honest the difference would be minimal. The equation is pretty simple, q = rho * v². I can see to implement it in further updates, however I would have to see how the game reacts to it. Quote Link to comment Share on other sites More sharing options...
ZobrAA Posted December 9, 2013 Share Posted December 9, 2013 (edited) Okay, at first I was as confused as you, but after creating this config and opening it in game, I know what is not working properly. Well actually it's working exactly as intended.The plugin will find the position of the parachute. However, the force is applied on the part, not on the whole vessel. And in this case, your part's origin is below where the parachute is attached. This is why it has less effect, because the force is applied more "on top" of the part and has less lateral effect.Normal case where the part origin is on the same level as the parachuteYour case, were the part origin is below the parachuteHere, in black is the pod, in yellow the parachute case, in red the part's origin, in blue the force applied by the parachute, and in green the relative force applied on the part.This is all just normal physics being applied here.Thx for explanation, Chris! Now I think I've got it.But in my case this is bad anyway... Because I NEED that chute position for perfect seamless look. I was trying to compensate that effect by shifting CoM upwards, but it seems your plugin deals with real pivot of the model, not the CoM.Even shifting CoM of a capsule didn't change anything T_T Edited December 9, 2013 by ZobrAA Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 9, 2013 Author Share Posted December 9, 2013 (edited) What the plugin does is that instead of applying the force generated by the parachute on the origin of the part, it applies it exactly at the origin of the parachute, but on the part. Shifting the CoM of the pod won't do much, because the force is still applied relatively to the part's origin. What you might want to do is shift the CoM of the part upwards to counteract the low origin.I'll try and see if I can instead apply the force on the whole vessel, but I can't guarantee it will work. Edited December 9, 2013 by stupid_chris Quote Link to comment Share on other sites More sharing options...
ZobrAA Posted December 9, 2013 Share Posted December 9, 2013 (edited) What the plugin does is that instead of applying the force generated by the parachute on the origin of the part, it applies it exactly at the origin of the parachute, but on the part.Oh! Now I finally get _exactly_ what you've been talking, sorry for slowpoking -_-"I'll try and see if I can instead apply the force on the whole vessel, but I can't guarantee it will work.I'll be very-very-very-very appreciated! Theoretically this is possible, as game always know where is CoM of the vessel you can cast a line from vessel CoM to chutes origin point and apply drag force in that direction ...I hope I do not disgrace myself because of this hypothesis, cause I'm not a programmer at all Also, what if I weld chute directly into the pod? Theoretically will it apply force correctly since they become one part? Edited December 9, 2013 by ZobrAA Quote Link to comment Share on other sites More sharing options...
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