Guest Posted December 18, 2013 Share Posted December 18, 2013 Yeah, 1/2 the atmospheric density simplifies the calculations somewhat. This goes a long, long way when they get complicated.Anyway, really looking forward to the next release. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 18, 2013 Author Share Posted December 18, 2013 Yeah, 1/2 the atmospheric density simplifies the calculations somewhat. This goes a long, long way when they get complicated.Anyway, really looking forward to the next release. It's a byproduct of calculus I guess, most likely to remove that two that appears when you derive v. Nature just likes to smooth things out this way I guess.Also, uploading Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 18, 2013 Author Share Posted December 18, 2013 And here we go, RealChute v0.3.2 is up!Changelog:December 18th 2013v0.3.2KSP 0.23 compatibility update!-Added combo chutes which contain both a drogue and a main for soft landings in one part-Added the ability to define a second material for the second parachute-Added the ability to force the parachutes partially in one direction, thus eliminating clipping chutes on dual parts!-The force is now applied on the whole vessel, so no more weird hangings if the part origin is weird-Tweakables! Nearly every value that can be changed in the editor can now be. This is only until I set the editor window up on my side.-Fixed a bug with parachutes facing downwards on reentry-Added a random deployment delay for parachutes! They will now take between 0 and 1 second to deploy. This is chose randomly for every parachute-Every parachute now has random "movement noise" different from every other parachutes currently active-Said random noise will now appear to be much smoother than before-Usage of the new EFFECTS node has permited to get rid of FXGroups and to remove all those nasty .wav files all around!I'll give you guys more info tomorrow for what's coming next, for now, sleep!Cheers! Quote Link to comment Share on other sites More sharing options...
drtedastro Posted December 18, 2013 Share Posted December 18, 2013 Testing now... Many thanks... Have great dreams.......... Thanks. Quote Link to comment Share on other sites More sharing options...
Guest Posted December 18, 2013 Share Posted December 18, 2013 LOVELY! Can you get rid of all those separate MM file downloads now? IIRC, those sound files were the only reason for separate downloads for those. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted December 18, 2013 Author Share Posted December 18, 2013 LOVELY! Can you get rid of all those separate MM file downloads now? IIRC, those sound files were the only reason for separate downloads for those.Eventually, yes, for now, I'm heading off to bed, I faced my share deal of bugs tonight, .23 was not aplugin happy update. Finals are oevr now, so I'll have some time to polish the rough edges when I wake up Quote Link to comment Share on other sites More sharing options...
Guest Posted December 18, 2013 Share Posted December 18, 2013 OK, I'll wait. It's hard to play KSP for me now, half the plugins I use are gone. Still, yours was one of the most important ones, and now it's updated. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 18, 2013 Share Posted December 18, 2013 the formula is ½ * rho * v² * Cd * A, and as far as I know, it's exactly what I'm using Also, sorry for the release delay, EFFECTS node toook a little more time than expected and I'm currently tracking a few nasty nullrefs, should be up soon.********public float DragCalculation(float area, float Cd)********{************return atmDensity * sqrSpeed * Cd * area / 2000;********}??? Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 18, 2013 Share Posted December 18, 2013 You need to divide all force by 1000 for KSP, so the formula is right Quote Link to comment Share on other sites More sharing options...
Zander Posted December 18, 2013 Share Posted December 18, 2013 Wow you fixed the chute clipping I complained about! youre awesome. Quote Link to comment Share on other sites More sharing options...
ZobrAA Posted December 18, 2013 Share Posted December 18, 2013 And here we go, RealChute v0.3.2 is up!Cheers!Hallelujah!!! Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 18, 2013 Share Posted December 18, 2013 You need to divide all force by 1000 for KSP, so the formula is rightAnd x / 2 / 1000 is functionally identical to x / 2000Gotcha, thx for clarifying thatI thought it might be buried somewhere in there but wasn't sure Quote Link to comment Share on other sites More sharing options...
drtedastro Posted December 18, 2013 Share Posted December 18, 2013 Ok, here is a strange one. I put a capsule, the Mk1 and then put any of the combo chute packs, and the total mass of the craft starts increasing.... Only a capsule and a combo, and using MJ or Void, the total mass starts building ... Where and or why, I don't know, but it is growing...The TWR just is bleeding away to nothing due to this...H'mm, any ideas ???? Quote Link to comment Share on other sites More sharing options...
mythbusters844 Posted December 18, 2013 Share Posted December 18, 2013 (edited) Ok, here is a strange one. I put a capsule, the Mk1 and then put any of the combo chute packs, and the total mass of the craft starts increasing.... Only a capsule and a combo, and using MJ or Void, the total mass starts building ... Where and or why, I don't know, but it is growing...The TWR just is bleeding away to nothing due to this...H'mm, any ideas ????Same as me. The mass keeps increasing. A single chute weighs in at 614 tons, and crushed the rocket underneath.Javascript is disabled. View full albumThis only effects the dual chute. Also, those screenshots were taken on a completely unmodded game, just Realchute Edited December 18, 2013 by mythbusters844 Quote Link to comment Share on other sites More sharing options...
drtedastro Posted December 18, 2013 Share Posted December 18, 2013 We have found a way to create mass. Physics will never be the same... Quote Link to comment Share on other sites More sharing options...
mythbusters844 Posted December 18, 2013 Share Posted December 18, 2013 So it seems all the stack chutes and chutes with both drogue and main all steadily increase in mass. It seems the nose cone and radial chutes still work, but not the drogue and main one. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted December 18, 2013 Share Posted December 18, 2013 So it seems all the stack chutes and chutes with both drogue and main all steadily increase in mass. It seems the nose cone and radial chutes still work, but not the drogue and main one.Yup, same as what I am seeing... Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 18, 2013 Share Posted December 18, 2013 Ok, here is a strange one. I put a capsule, the Mk1 and then put any of the combo chute packs, and the total mass of the craft starts increasing.... Only a capsule and a combo, and using MJ or Void, the total mass starts building ... Where and or why, I don't know, but it is growing...The TWR just is bleeding away to nothing due to this...H'mm, any ideas ????RC sets part mass according to chute mass. Sounds like it's caught in some kind of loop Quote Link to comment Share on other sites More sharing options...
Mystique Posted December 18, 2013 Share Posted December 18, 2013 (edited) And just when I thought it was a engineer redux bug I've read this) Well, at least good old chutes aren't affected.Oh, main chute 1,25 m stack also bugged(( Edited December 18, 2013 by Mystique Quote Link to comment Share on other sites More sharing options...
djnattyd Posted December 18, 2013 Share Posted December 18, 2013 Ok, here is a strange one. I put a capsule, the Mk1 and then put any of the combo chute packs, and the total mass of the craft starts increasing.... Only a capsule and a combo, and using MJ or Void, the total mass starts building ... Where and or why, I don't know, but it is growing...The TWR just is bleeding away to nothing due to this...H'mm, any ideas ????Just come to post the exact same thing, I thought I'd messed up with the thrust reduction tweak at first but even if I used a probe body, large SRB and a chute the mass was going up & up. Quote Link to comment Share on other sites More sharing options...
Mystique Posted December 18, 2013 Share Posted December 18, 2013 (edited) At least 1,25 m cone seems to ignore spare chute settings, I set to either 0 or 1 and have 5 anyway. Also can't understand: description for this part shows 1 chute, visually deploys 3. So how much actually are there (for size calculation)?Update: judging by landing speed and diameter settings taken from calculator, there seem to be 1 physical chute. Edited December 18, 2013 by Mystique Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 18, 2013 Share Posted December 18, 2013 Just to clarify things, this isn't something that only happens when you use MJ with this, it happens anyway but you don't see it if you don't have something to report your vessel's total mass in the VAB. You can test this by dragging the parachute part and putting it down in the VAB somewhere. You don't even have to attach it to something, it's gaining mass as soon as you drag it out. (test this by waiting a full minute then picking it back up and planting it on the craft) Then put an MJ unit on just so you can see that it's happening independently.That's #1#2 is, it doesn't really increase your vessel's mass that I have seen playing with this. Once you get out of the VAB (or probably SPH too) the out of control mass increase doesn't happen. (which doesn't decrease the importance of the bug, since you can't plan your delta-V budget in the VAB like you want) Quote Link to comment Share on other sites More sharing options...
MOARdV Posted December 18, 2013 Share Posted December 18, 2013 That's #1#2 is, it doesn't really increase your vessel's mass that I have seen playing with this. Once you get out of the VAB (or probably SPH too) the out of control mass increase doesn't happen. (which doesn't decrease the importance of the bug, since you can't plan your delta-V budget in the VAB like you want)This is what I observe, as well. KER and MJ both show decreasing dV / increasing mass, but in actual flight, no problems (using a SDHI drogue + main clamp-o-tron chute with my own numbers for diameters). Quote Link to comment Share on other sites More sharing options...
djnattyd Posted December 18, 2013 Share Posted December 18, 2013 This is what I observe, as well. KER and MJ both show decreasing dV / increasing mass, but in actual flight, no problems (using a SDHI drogue + main clamp-o-tron chute with my own numbers for diameters).For me the mass increase stays onto the launchpad to the point that no amount of engines can lift the craft. Quote Link to comment Share on other sites More sharing options...
Jason Cox Posted December 18, 2013 Share Posted December 18, 2013 Glad to see I'm not the only one experiencing this minor quirk. Hopefully it's a just a line or two of code to fix! Quote Link to comment Share on other sites More sharing options...
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