Aknar Posted March 3, 2014 Share Posted March 3, 2014 It's especially obvious during pre-deployment where you can see the exterior is really stretched. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted March 3, 2014 Author Share Posted March 3, 2014 (someone who isn't a fulltime volunteer with no income I mean, so don't look at me!)sameIt's especially obvious during pre-deployment where you can see the exterior is really stretched.Ah, that. No unfortunately nothing can be done about it. It'll either look weird duriunig predeployment or during deployment. The canopy must be only one transform, so it will look like that when not fully stretched. Quote Link to comment Share on other sites More sharing options...
Aknar Posted March 3, 2014 Share Posted March 3, 2014 okay, not much of a problem, the mechanics are so much more important Did you intend on adding a feature for parachute tearing off at high speeds during reentry, mainly during reentry effect, any time soon? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted March 3, 2014 Author Share Posted March 3, 2014 okay, not much of a problem, the mechanics are so much more important Did you intend on adding a feature for parachute tearing off at high speeds during reentry, mainly during reentry effect, any time soon?Ah, about that.I'm going to spent the rest of the day relaxing, after the last two months of tearing my hair out over the code in this update, I /think/ I can afford that.But rather soon, hopefully tomorrow, if not in the next few days, I'll write up a post explaining where the mod is heading now that this is done. The original scope of the mod for which I was aiming for the very first day I started coding it is now complete. But across it all I thought of other things I could do. I'll tell you guys when I get the time to put it on paper Quote Link to comment Share on other sites More sharing options...
Taki117 Posted March 3, 2014 Share Posted March 3, 2014 YOU CAN DISARM THEM! Holy Crap that's amazing! (Sorry, just discovered this) Alto, thank you for the update.! Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted March 3, 2014 Share Posted March 3, 2014 Am I the only one who experienced 2.5m chutes shrinking down back to 1.25m on the launchpad? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted March 3, 2014 Author Share Posted March 3, 2014 Am I the only one who experienced 2.5m chutes shrinking down back to 1.25m on the launchpad?I'd need an output_log.txt to help you.About that guys, for any bug report, if you want me to get on it ASAP, I need the output_log.txt as well as the KSP log. Save folders would also be appreciated. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted March 3, 2014 Share Posted March 3, 2014 Are the "modulemanager files" in the archive a convenient separation of the cfgs? do they also need to be merged into the realchute folder? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted March 3, 2014 Author Share Posted March 3, 2014 Are the "modulemanager files" in the archive a convenient separation of the cfgs? do they also need to be merged into the realchute folder?Read the ReadMe file, it's said what to do to install them. Just merge the GameData folder containing the MM files with the GameData folder of your game. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted March 3, 2014 Share Posted March 3, 2014 Ah , I see that -- it *does* contain the mm .dll --but the cfg files were already included in the realchute/modulemanager folder as well. I thought they might have been different versions of the files or some such.Cheers for the support on this. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted March 3, 2014 Author Share Posted March 3, 2014 Ah , I see that -- it *does* contain the mm .dll --but the cfg files were already included in the realchute/modulemanager folder as well. I thought they might have been different versions of the files or some such.Cheers for the support on this. Ah, that would be an error on my part. I'll remove it from there next update. Quote Link to comment Share on other sites More sharing options...
DasBananenbrot Posted March 3, 2014 Share Posted March 3, 2014 (edited) and the button adventures continue. Tried something else, this better work now or I might look...... stupid.Has someone sent this man his blueberry or cherry pie yet?(someone who isn't a fulltime volunteer with no income I mean, so don't look at me!)So it works now. As I am back I just donated 1.50$ as a greatful thanks for your hard work on this astonishing mod. Referring to Starwaster, I don't think it will suffice for a pie (no clue how expensive stuff is in Canada) but every cent counts I guess Edited March 3, 2014 by DasBananenbrot Quote Link to comment Share on other sites More sharing options...
rifter Posted March 3, 2014 Share Posted March 3, 2014 (edited) When using symmetrical drogue chutes, the chutes appear to pull asymmetrically when partially deployed (one chute has more drag than the others), but pull symmetrically when fully deployed (all the same amount of drag). Is this an intended behavior? Javascript is disabled. View full album Edited March 3, 2014 by rifter Quote Link to comment Share on other sites More sharing options...
vardicd Posted March 3, 2014 Share Posted March 3, 2014 So poor Herbas just learned the hard way you can't repack chutes in flight. I had to use the chutes for an unplanned science stop, and then forgot to repack. Later the planned ejection system worked, I just had no chutes. So... yeah. Oops. Just a cautionary tale for everyone else. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted March 3, 2014 Author Share Posted March 3, 2014 (edited) When using symmetrical drogue chutes, the chutes appear to pull asymmetrically when partially deployed (one chute has more drag than the others), but pull symmetrically when fully deployed (all the same amount of drag). Is this an intended behavior? http://imgur.com/a/c84BhOh I think I know what might be the problem here. I'll check my code, it should be a simple fix. I'm not going to push it just yet however, it doesn't seem to be critical, so I'll wait for bigger stuff to pop up.EDIT: FixedA line was flat out missing of the code. I'll bundle this with the next bugfixing update Edited March 3, 2014 by stupid_chris Quote Link to comment Share on other sites More sharing options...
BigNose Posted March 3, 2014 Share Posted March 3, 2014 (edited) Hi stupid_chris,was using v0.9 up until now and just installed v1.0.1, when I immediatly ran into this problem:http://imgur.com/a/WtECW#0As you can see, I wanted to put one of your neat main chute cones on my 1.25m pod, so I scaled it down with the new action group window and saved that.When I started the flight, it was back at standard size though.I've tried redownloading and the other cone, same problem.Here are the logfiles of the shown flight, I deleted them before and made a new save:https://www./?tpqhoh5g5572hc5Can anybody else confirm this?EDIT: Just tried on a vanilla KSP v0.23, just RealChute v1.0.1 and Module Manager 1.5.6 installed, same bug happend again.Also, I just donated 10$ (6.77€) I had lying around, thanks for this great mod! Edited March 3, 2014 by BigNose Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted March 3, 2014 Author Share Posted March 3, 2014 (edited) Hi stupid_chris,was using v0.9 up until now and just installed v1.0.1, when I immediatly ran into this problem:http://imgur.com/a/WtECW#0As you can see, I wanted to put one of your neat main chute cones on my 1.25m pod, so I scaled it down with the new action group window and saved that.When I started the flight, it was back at standard size though.I've tried redownloading and the other cone, same problem.Here are the logfiles of the shown flight, I deleted them before and made a new save:https://www./?tpqhoh5g5572hc5Can anybody else confirm this?EDIT: Just tried on a vanilla KSP v0.23, just RealChute v1.0.1 and Module Manager 1.5.6 installed, same bug happend again.Also, I just donated 10$ (6.77€) I had lying around, thanks for this great mod!Thanks for the log file, I'll take a look Also, thank you so much, you're awesome, this means the world to me EDIT: the .zip is broken, can you upload the log files to pastebin? Edited March 3, 2014 by stupid_chris Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted March 4, 2014 Author Share Posted March 4, 2014 Ended up figuring it out on my own, I actually broke it myself in 1.0.1 So yeah, a small fix, v1.0.1.1 should solve the small problems there was so far.Changelog:March 3rd 2014v1.0.1.1*Hotfix*-Fixed size not remaining in fligh properly-Fixed symmetry counterparts not having the right predpeloyed diameter-Sorted some problems with the correct updating of part GUICheers! Quote Link to comment Share on other sites More sharing options...
AbeS Posted March 4, 2014 Share Posted March 4, 2014 Thought this should be here so you can see it chrisLatest version of RealChute seems to have broken DREC. While trying to land my space plane I generated a 280 MB output_log.txt file (which, needless to say I will not be posting)280 MB of THIS:InvalidCastException: Cannot cast from source type to destination type. at DeadlyReentry.ModuleAeroReentry.IsShielded (Vector3 direction) [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.ReentryHeat (Vector3 velocity) [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.FixedUpdate () [0x00000] in <filename unknown>:0 Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted March 4, 2014 Author Share Posted March 4, 2014 Thought this should be here so you can see it chrisIt's not really in my hands unfortunately. Quote Link to comment Share on other sites More sharing options...
AbeS Posted March 4, 2014 Share Posted March 4, 2014 Whoops, my bad then xD Quote Link to comment Share on other sites More sharing options...
hieywiey Posted March 4, 2014 Share Posted March 4, 2014 It's not really in my hands unfortunately.What do you mean by that? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted March 4, 2014 Author Share Posted March 4, 2014 What do you mean by that?DRE is throwing the errors, it's Nathan's code that is reacting to the new update badly from what it seems. He'll probably have to rework is implementation that allowed him detecting what was going on with my parachutes I guess. And since I can't change his code... Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 4, 2014 Share Posted March 4, 2014 A word of warning to all... make sure you apply parachute updates to the symmetry counterparts as well!Do this BEFORE your SSTO spaceplane leaves its hangar or you will cry when you try to land it. Quote Link to comment Share on other sites More sharing options...
BigNose Posted March 4, 2014 Share Posted March 4, 2014 Ended up figuring it out on my own, I actually broke it myself in 1.0.1 So yeah, a small fix, v1.0.1.1 should solve the small problems there was so far.Changelog:March 3rd 2014v1.0.1.1*Hotfix*-Fixed size not remaining in fligh properly-Fixed symmetry counterparts not having the right predpeloyed diameter-Sorted some problems with the correct updating of part GUICheers!You are awesome!And you are right, the .zip is actually broken... It wasn't before I uploaded it, oh well, deleted it from mediafire now.Regards, BigNose Quote Link to comment Share on other sites More sharing options...
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