TiktaalikDreaming Posted December 29, 2017 Share Posted December 29, 2017 57 minutes ago, Starwaster said: Not all chute parts do it. There's only one that I know of that does it. It's the one that is stack mounted and has two chutes in it and has an attach node on top. Cool. Somehow I have it activated on my single unit chutes I did for the NAR MEM. I probably copied the wrong code bits. Never really sure if it did anything, which now makes sense. Quote Link to comment Share on other sites More sharing options...
Tau137 Posted January 3, 2018 Share Posted January 3, 2018 @stupid_chris: BUG: with the latest RC version, all stock parachutes drag as if semi-deployed before activation. RC chutes work correctly. No physics-altering mods installed,. I checked everything but could not find the root cause (part files, MM patches for RC and Tweakscale, compared to 1.3 configs - everything looks the same). I wonder if anyone else experienced this? Quote Link to comment Share on other sites More sharing options...
Sarxis Posted January 6, 2018 Share Posted January 6, 2018 I am doing some fun experimenting and I'm wondering what stats I need to change to make chutes indestructible from aero and heat forces upon deployment. I've messed with the breakingForce and torqueForce stats in the parts files, but not sure what limits I should/am able to put. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted January 6, 2018 Author Share Posted January 6, 2018 On 1/2/2018 at 7:47 PM, Tau137 said: @stupid_chris: BUG: with the latest RC version, all stock parachutes drag as if semi-deployed before activation. RC chutes work correctly. No physics-altering mods installed,. I checked everything but could not find the root cause (part files, MM patches for RC and Tweakscale, compared to 1.3 configs - everything looks the same). I wonder if anyone else experienced this? Absolutely can't reproduce this on my side. Remove every other mod and try this on a clean new game, if it still happens I'll take some logs and see whats up! 1 hour ago, Sarxis said: I am doing some fun experimenting and I'm wondering what stats I need to change to make chutes indestructible from aero and heat forces upon deployment. I've messed with the breakingForce and torqueForce stats in the parts files, but not sure what limits I should/am able to put. Change the maxTemp in the materials config, in the RealChute folder Quote Link to comment Share on other sites More sharing options...
Tau137 Posted January 6, 2018 Share Posted January 6, 2018 11 hours ago, stupid_chris said: Absolutely can't reproduce this on my side. Remove every other mod and try this on a clean new game, if it still happens I'll take some logs and see whats up! Change the maxTemp in the materials config, in the RealChute folder Found it - TweakableEverything (parachute config and dll). Removed, as there is no need for it with RC. Thank you! Quote Link to comment Share on other sites More sharing options...
SwissSpace93 Posted January 6, 2018 Share Posted January 6, 2018 Hello Has RealChutes a variable for a kOS-Script that is the state of the parachute (dangerous,risky,ok). I want to bring a rover to Eve, and check the state before deploy the Parachutes. Eve destroyed my last rover because i have set the parachute deploy too high, and the Reentry-fire destroyed it. And with the signaldelay from RemoteTech it's hard to deploy it at the right point. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 6, 2018 Share Posted January 6, 2018 55 minutes ago, Tau137 said: Found it - TweakableEverything (parachute config and dll). Removed, as there is no need for it with RC. Thank you! Ummm, if you looked at the configs, you would see that TweakableParachutes isn't installed if RealChutes is. Look at the moduleManager.configcache file: @PART[*]:HAS[@MODULE[ModuleParachute]]:FOR[TweakableEverything]:NEEDS[!RealChute,!FerramAerospaceResearch] { MODULE { name = ModuleTweakableParachute deploymentFactor = 1 semiDeploymentFactor = 2 } } I'm postring results of some tests in the TweakableEverything thread Quote Link to comment Share on other sites More sharing options...
Tau137 Posted January 6, 2018 Share Posted January 6, 2018 2 minutes ago, linuxgurugamer said: Ummm, if you looked at the configs, you would see that TweakableParachutes isn't installed if RealChutes is. Look at the moduleManager.configcache file: @PART[*]:HAS[@MODULE[ModuleParachute]]:FOR[TweakableEverything]:NEEDS[!RealChute,!FerramAerospaceResearch] { MODULE { name = ModuleTweakableParachute deploymentFactor = 1 semiDeploymentFactor = 2 } } I'm postring results of some tests in the TweakableEverything thread I have been suspecting that there is something odd about latest MM 3.0.1 (have been having issues with patches not being applied, error where were none before), but.... yes, need more testing, logs etc... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 6, 2018 Share Posted January 6, 2018 (edited) 6 minutes ago, Tau137 said: I have been suspecting that there is something odd about latest MM 3.0.1 (have been having issues with patches not being applied, error where were none before), but.... yes, need more testing, logs etc... At least in this case, nothing to do with MM. The latest MM is a bit more strict on the syntax, errors which were ignored earlier are now being enforced. @Tau137 See my post in the TweakableEverything thread about this and my tests Edited January 6, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
SwissSpace93 Posted January 6, 2018 Share Posted January 6, 2018 6 hours ago, linuxgurugamer said: Ummm, if you looked at the configs, you would see that TweakableParachutes isn't installed if RealChutes is. Look at the moduleManager.configcache file: @PART[*]:HAS[@MODULE[ModuleParachute]]:FOR[TweakableEverything]:NEEDS[!RealChute,!FerramAerospaceResearch] { MODULE { name = ModuleTweakableParachute deploymentFactor = 1 semiDeploymentFactor = 2 } } I'm postring results of some tests in the TweakableEverything thread That means it has no state for kOS? But can i use a original Parachute as indicator for the state, and read this out? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 6, 2018 Share Posted January 6, 2018 Just now, SwissSpace93 said: That means it has no state for kOS? But can i use a original Parachute as indicator for the state, and read this out? Huh? Where did kOS come from? And waht do you mean about the “state”? what it says is that the ModuleTweakableParachute will NOT be installed if either RealChute or FAR is installed Quote Link to comment Share on other sites More sharing options...
SwissSpace93 Posted January 6, 2018 Share Posted January 6, 2018 I want to write a kOS-Script for my Eve Rover. It must check the state of the Parachutes (info Menu "deploy safety"), because i want to know when it is safe to deploy the Parachutes. I can actually deploy Parachutes in a Dangerous deploy safety, when the Vessel is on The Reentry-Fire. The RealChutes are Deploying at the altitude i setup, even if the Vessel in Reentry. And heated up then the parachutes get destroyed! (KSP 1.3.0) There is no Safetycheck to prevent this, but deploying in Space dont works and give a Message. I can deploy The Parachutes everytime in the Atmosphere and it get destroyed from the Heat. Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 7, 2018 Share Posted January 7, 2018 Anyone have a working config for adding realchute support to the two chutes in @RoverDude survival pack? DERP_POD and DERP_RadialPara. I tried copying another config, but had no luck getting it to work correctly. I found some forum posts from 2014 talking about having problems between RealChutes and the DERP parts, but surely both mods have undergone some changes since then and hopefully whatever the problem was has been eliminated. This is the cfg for the derp pod... PART { // --- general parameters --- name = DERP_POD module = Part author = RoverDude MODEL { model = UmbraSpaceIndustries/SrvPack/DERP2/Assets/DERP_POD scale = 1,1,1 } rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1, 0.0, 0 // --- FX definitions --- sound_parachute_open = activate sound_parachute_single = deploy // --- editor parameters --- TechRequired = survivability entryCost = 5000 cost = 250 category = Pods subcategory = 0 title = DERP Inflatable Escape Pod description = Deployable Emergency Reentry Pod. A small inflatable escape pod with integrated parachute. Survival not guaranteed. Includes stores of packaged supplies, batteries, and a monopropellant tank. Reaction wheels are controlled by bouncing against the sides of the pod vigorously. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,0,0,0 breakingForce = 500 breakingTorque = 500 // --- standard part parameters --- mass = 0.1 dragModelType = default angularDrag = .25 crashTolerance = 45 maxTemp = 3400 bulkheadProfiles = size0 maximum_drag = .20 minimum_drag = .15 CoMOffset = 0,0,0 //bodyLiftMultiplier = 0 stageOffset = -1 MODULE { name = LifeBoat dampenFactor = .75 dampenSpeed = 35 } MODULE { name = ModuleStoredResource ResourceName = Supplies Amount = 15 } MODULE { name = ModuleStoredResource ResourceName = MonoPropellant Amount = 10 } vesselType = Ship MODULE { name = ModuleCommand minimumCrew = 1 } INTERNAL { name = mk1PodCockpit } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 0.1 YawTorque = 0.1 RollTorque = 0.1 RESOURCE { name = ElectricCharge rate = 0.01 } } RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -9000 lossConst = 20 pyrolysisLossFactor = 10000 reentryConductivity = 0.01 ablationTempThresh = 500 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } ResourceName { name = Ablator amount = 50 maxAmount = 50 } MODULE { name = ModuleParachute invertCanopy = true autoCutSpeed = 0.5 capName = ParaCap canopyName = String semiDeployedAnimation = PodChutePartial fullyDeployedAnimation = PodChuteFull stowedDrag = 0.22 semiDeployedDrag = 2 fullyDeployedDrag = 300 minAirPressureToOpen = 0.02 clampMinAirPressure = 0.02 deployAltitude = 2500 deploymentSpeed = 0.16667 semiDeploymentSpeed = 0.5 chuteMaxTemp = 2200 chuteThermalMassPerArea = 0.08 } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 4 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 8 } } So I tried do this but it just throws an error when the parachute is deployed. @PART[DERP_POD]:FOR[RealChute] { @category = none @mass = 0.05 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.05 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 0 PARACHUTE { material = Nylon preDeployedDiameter = 1.2 deployedDiameter = 25 minIsPressure = false minPressure = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 preDeploymentAnimation = PodChutePartial deploymentAnimation = PodChuteFull parachuteName = String capName = ParaCap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } [EXC 06:11:13.177] NullReferenceException: Object reference not set to an instance of an object RealChute.Parachute.PreDeploy () RealChute.Parachute.UpdateParachute () RealChute.RealChuteModule+<>c.<FixedUpdate>b__97_2 (RealChute.Parachute p) System.Collections.Generic.List`1[RealChute.Parachute].ForEach (System.Action`1 action) RealChute.RealChuteModule.FixedUpdate () Any ideas on what else I can try? Quote Link to comment Share on other sites More sharing options...
JEB'S DESTINY Posted January 22, 2018 Share Posted January 22, 2018 I can't get realchutes to work. Everytime I load, it stops loading at one point. Could anybody please help me? Here is a mod list BDB Comorant Aeronology Trajectories Better Burn Time EVE SVE Scatterer RCS Build Aid KSP Interstellar Extended Module Manager and some other I can't remember. Quote Link to comment Share on other sites More sharing options...
eightiesboi Posted January 23, 2018 Share Posted January 23, 2018 6 hours ago, JEB'S DESTINY said: I can't get realchutes to work. Everytime I load, it stops loading at one point. Could anybody please help me? Here is a mod list BDB Comorant Aeronology Trajectories Better Burn Time EVE SVE Scatterer RCS Build Aid KSP Interstellar Extended Module Manager and some other I can't remember. On the very first page is a list on what you need to get support (for example, logs) and how to find those things (like, where to find your logs). Your post doesn't give enough information for anyone to help you. You don't have what version of KSP, or when your getting an error, or what the error message is. You didn't even list the mods you had but provided a few and that you can't remember the others. Is that list all but one of your mods or do you have 200 others? I'm not the mod developer, but I try to help out other players when I can. Remember that mod authors don't get paid for their hard work. If you want help, please spend the time to at least read the first post, provide what the author asks for, and be patient. Help us help you. Quote Link to comment Share on other sites More sharing options...
JEB'S DESTINY Posted January 23, 2018 Share Posted January 23, 2018 Well, I'm playing on version 1.3.1, and it stops on the loading bar at BDB mercury parachutes. Quote Link to comment Share on other sites More sharing options...
softweir Posted January 23, 2018 Share Posted January 23, 2018 54 minutes ago, JEB'S DESTINY said: Well, I'm playing on version 1.3.1, and it stops on the loading bar at BDB mercury parachutes. That's a step in the right direction! Alas, you still need to copy down a full list of the mods you are using and grab the logs - shut down KSP *immediately* after the freeze occurs, then go find them! Once you have them, upload them to any of many free hosting sites and post the link here so people can have a look. Good luck! Quote Link to comment Share on other sites More sharing options...
JEB'S DESTINY Posted January 23, 2018 Share Posted January 23, 2018 Should I install with a clean version of KSP? Quote Link to comment Share on other sites More sharing options...
softweir Posted January 23, 2018 Share Posted January 23, 2018 8 hours ago, JEB'S DESTINY said: Should I install with a clean version of KSP? Not at this stage, no. It's the quickest and easiest solution, but you might well end up with the same problem later and still no wiser as to what is causing it. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted January 24, 2018 Share Posted January 24, 2018 @JEB'S DESTINY, what softweir said. Read the post at the link below for some help on how to do what he's suggesting you do. Do persevere. Either we help solve your problem or we expose a bug in the mod. How To Get Support (READ FIRST) - Technical Support (PC, modded installs) - Kerbal Space Program Forums Quote Link to comment Share on other sites More sharing options...
requimrar Posted January 31, 2018 Share Posted January 31, 2018 On 5/26/2016 at 9:37 AM, Insanitic said: So I have a weird problem with parachutes cutting midair automatically Over land, the parachutes work perfectly. The chutes cut ONLY once I touch the ground. But over water, no matter what I do with the settings, the chutes cut mid air at around 30 to 50 metres, making my craft plummet and disintegrate into the water. Has anyone else experienced this? There are no null exceptions error messages or anything in the debug log. Here's my mod list: Reveal hidden contents 000_Toolbar [+] 000_USITools [+] AJE [+] B9AnimationModules [+] B9PartSwitch [+] B9_Aerospace [+] BodyLoader [+] Chatterer [+] CommunityResourcePack [+] ContractConfigurator [+] ContractPacks [+] CrossFeedEnabler [+] DecayingRTGs [+] DistantObject [+] DMagicOrbitalScience [+] DMagicScienceAnimate [+] DMagicUtilities [+] EditorExtensionsRedux [+] EngineLight [+] EnvironmentalVisualEnhancements [+] FerramAerospaceResearch [+] Firespitter [+] FShangarExtender [+] FuelTanksPlus [+] FuelWings [+] InterstellarFuelSwitch [+] JSI [+] KAS [+] KerbalEngineer [+] KerbalJointReinforcement [+] KerbalScienceFoundation [+] Kerbaltek [+] KIS [+] Kopernicus [+] KWRocketry [+] MagicSmokeIndustries [+] ModularFlightIntegrator [+] ModularFuelTanks [+] MyFlag [+] NavBallDockingAlignmentIndicator [+] NavyFish [+] NearFutureConstruction [+] NearFutureElectrical [+] NearFutureProps [+] NearFuturePropulsion [+] NearFutureSolar [+] NearFutureSpacecraft [+] OPM [+] ProceduralDynamics [+] ProceduralFairings [+] ProceduralParts [+] RealChute [+] RealPlume [+] RealPlume-Stock [+] RemoteTech [+] REPOSoftTech [+] RLA_Stockalike [+] RW Saturatable [+] SCANsat [+] scatterer [+] ShipManifest [+] Sigma [+] SmokeScreen [+] SolverEngines [+] StageRecovery [+] StationScience [+] StockBugFixPlus [+] StockVisualEnhancements [+] SurfaceExperimentPackage [+] Tantares [+] TantaresLV [+] TextureReplacer [+] ThrottleControlledAvionics [+] ThunderAerospace [+] Trajectories [+] TriggerTech [+] TweakScale [+] UmbraSpaceIndustries [+] UniversalStorage [+] VenStockRevamp [+] [x] Science! Well it's been a year, and it doesn't look like anybody replied to this guy. I'm having the same problem -- my chutes always cut at around 30m, regardless of speed. I set them to arm, they deploy just fine, and I'm floating down at anywhere from 3 to 6 m/s. Then, at 30m, like clockwork every time, the chutes cut, and everybody dies. I've tried tweaking the settings on the chutes, but to no avail. I'm on 1.3.1, using RealChute 1.4.5. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 1, 2018 Share Posted February 1, 2018 (edited) 8 hours ago, requimrar said: Well it's been a year, and it doesn't look like anybody replied to this guy. I'm having the same problem -- my chutes always cut at around 30m, regardless of speed. I set them to arm, they deploy just fine, and I'm floating down at anywhere from 3 to 6 m/s. Then, at 30m, like clockwork every time, the chutes cut, and everybody dies. I've tried tweaking the settings on the chutes, but to no avail. I'm on 1.3.1, using RealChute 1.4.5. The most likely reason there was no reply is that there isn't enough to go on. No log, no ModuleManager.ConfigCache file... just two guys (NOW... back then it was one guy) saying they have this problem. That makes this an edge case. And Chris doesn't even want to try to support unless logs are provided. That's his call and he's not alone among modders. He even says explicitly in big bold red underlined letters on the front post that he requires logs to do support. It's not the end user's place to second guess that and decide not to provide logs. Maybe if this happened more often and there were SOMETHING to indicate a starting point but there's not. Where do you suggest to start looking for the cause? Pretend you're the modder in charge and think about the information being provided. P.S. Not trying to rag on you but seriously... given the lack of data here, where the heck do you start. P.P.S. Suggestion. Start with a clean install with just Module Manager and Real Chute. Duplicate the problem. If it's duplicated, logs, ModuleManager.ConfigCache and a save file. If you can't duplicate it, re-add one mod at a time until the problem happens. Reproduce the problem with the absolute minimum amount of mods to make it happen (assuming it doesn't happen with stock + RC) and then provide those files. Then MAYBE someone can try to figure something out for you. Edited February 1, 2018 by Starwaster Quote Link to comment Share on other sites More sharing options...
S4qFBxkFFg Posted February 8, 2018 Share Posted February 8, 2018 (edited) Before I ask for support, I want to make sure I'm using this mod correctly - if someone could tell me my assumptions are right, that would be appreciated. I'm trying to use parachutes to recover the first stage of a rocket, and have added a drogue chute and a main chute (separate parts) to the booster. Both chutes stage when the booster decouples - this deploys the drogue, and arms the main chute (main is set to "Must go down to deploy", drogue is not). When the booster starts descending, the main chute SHOULD deploy as well? This should work whether or not the booster has a probe core, I assume? edit: OK, I found the problem - the parachute isn't deploying because realchutes thinks it's in a fairing, although it's just attached to the side of the booster - the problem only occurs when using realchute parts, not the stock parts with realchute options. In case it's useful, log attached here: https://drive.google.com/open?id=1gxjklVT9eb8pW9Mr4vtlppaPbFyHOyPR - Edited February 8, 2018 by S4qFBxkFFg Quote Link to comment Share on other sites More sharing options...
GFX5000i Posted February 9, 2018 Share Posted February 9, 2018 For some time I have not been able to find any of the parachutes using the VAB search box and it seems some other people are having the same issue, so today I took some time to search in the code and found the problem. All parachutes are set to "category = none" and, for some reason that I don't know, makes them unsearchable. To solve that I changed all categories to the game default "category = Utility". This change had no negative side effects in my game, but I have some other mods like Community Category Kit and I don't know if there is a reason for those lines, so further testing might be necessary. Below are the files that I made these changes. RealChute\Parts\cone_double_chute.cfg RealChute\Parts\radial_chute.cfg RealChute\Parts\stack_chute.cfg RealChute\Parts\cone_chute.cfg category = Utility RealChute\ModuleManager\Stock_RealChute_MM.cfg (delete all lines with) @category = none I hope it helps. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 9, 2018 Share Posted February 9, 2018 13 hours ago, GFX5000i said: For some time I have not been able to find any of the parachutes using the VAB search box and it seems some other people are having the same issue, so today I took some time to search in the code and found the problem. All parachutes are set to "category = none" and, for some reason that I don't know, makes them unsearchable. To solve that I changed all categories to the game default "category = Utility". This change had no negative side effects in my game, but I have some other mods like Community Category Kit and I don't know if there is a reason for those lines, so further testing might be necessary. Below are the files that I made these changes. Real Chute creates a category for parachutes. It sets the category to none in the config file to prevent chutes from showing up twice. If one of your other mods is doing something with PartCategorizer in a way that prevents RC from creating is category or deleting it then RC chutes won't appear at all. Quote Link to comment Share on other sites More sharing options...
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