CharonM72 Posted May 3, 2014 Share Posted May 3, 2014 Hello, I've run into a potential bug. I have a ship that has one of those RealChute in-line cylindrical parachutes, but as of recently, loading the ship in either the VAB or the launchpad results in the game freezing at full CPU. After waiting over 20 minutes I'd just kill the process.In previous loads, the ship would eventually load after about 5 minutes, so I've taken a look at the log file, and it showed a large time gap between something about the chute and the item before it. There were four or so lines saying something about the scaling of the chute (I since lost the log entry).Afterwards I edited the .craft file for the ship, removed the chute from the code, changed the attach points of its adjacent parts, and re-opened the ship in KSP with no problem. I attached a RealChute Radial Chute and moving it to the launch pad has so far had no problem.If I were to make a guess, I'd bet it's something about the part's dynamic scaling (in the GUI where you can change the size of the part). I think this because before it started freezing indefinitely, loading the ship in the VAB would have a lot of other parts offset slightly from their normal positions. I did play around with scaling the part (after attaching it) so maybe that's why? Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted May 3, 2014 Author Share Posted May 3, 2014 Hello, I've run into a potential bug. I have a ship that has one of those RealChute in-line cylindrical parachutes, but as of recently, loading the ship in either the VAB or the launchpad results in the game freezing at full CPU. After waiting over 20 minutes I'd just kill the process.In previous loads, the ship would eventually load after about 5 minutes, so I've taken a look at the log file, and it showed a large time gap between something about the chute and the item before it. There were four or so lines saying something about the scaling of the chute (I since lost the log entry).Afterwards I edited the .craft file for the ship, removed the chute from the code, changed the attach points of its adjacent parts, and re-opened the ship in KSP with no problem. I attached a RealChute Radial Chute and moving it to the launch pad has so far had no problem.If I were to make a guess, I'd bet it's something about the part's dynamic scaling (in the GUI where you can change the size of the part). I think this because before it started freezing indefinitely, loading the ship in the VAB would have a lot of other parts offset slightly from their normal positions. I did play around with scaling the part (after attaching it) so maybe that's why?I can't tell, say, or do anything without your output_log.txt. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted May 3, 2014 Share Posted May 3, 2014 (edited) While running the debug I encountered this.[Error]: [RealChute]: Encountered an error calculating atmospheric density with FAR. Using stock values. at System.Linq.Enumerable.First[MethodInfo] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.First[MethodInfo] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at RealChute.Extensions.CelestialBodyExtensions.GetDensityAtAlt (.CelestialBody body, Double alt) [0x00000] in <filename unknown>:0Log in DropBox Edited May 3, 2014 by Eskandare Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted May 4, 2014 Author Share Posted May 4, 2014 While running the debug I encountered this.[Error]: [RealChute]: Encountered an error calculating atmospheric density with FAR. Using stock values. at System.Linq.Enumerable.First[MethodInfo] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.First[MethodInfo] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at RealChute.Extensions.CelestialBodyExtensions.GetDensityAtAlt (.CelestialBody body, Double alt) [0x00000] in <filename unknown>:0Log in DropBoxUpdate FAR, you're running on 13.1 or older. Quote Link to comment Share on other sites More sharing options...
DaMichel Posted May 4, 2014 Share Posted May 4, 2014 I've got a problem with RealChute namely that reloading the the database (from the debug menu) fails with an error from RealChute and breaks everything.PartLoader: Compiling Part 'RealChute/Parts/cone_chute/RC_cone'(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.Collections.Generic.List`1[RealChute.SizeNode]].Add (System.String key, System.Collections.Generic.List`1 value) [0x00000] in <filename unknown>:0 at RealChute.ProceduralChute.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)https://www.dropbox.com/s/r55fnx8ng249qhp/output_log.txt Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted May 4, 2014 Author Share Posted May 4, 2014 I've got a problem with RealChute namely that reloading the the database (from the debug menu) fails with an error from RealChute and breaks everything.Yeah I fixed that one locally, it'll have to wait until next update. Quote Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted May 5, 2014 Share Posted May 5, 2014 I have a problem with the mod. (Sorry to start with negative; I do really love this mod.) Anyway, to the point: For some reason, the mod only displays three parachutes in the VAB: the cone, the stack, and the radial. There used to be more, but I don't know what has happened to them.Also, (though this is a bit of an SDHI problem), SDHI's paradocks start with their parachute deployed for me and the parachute does not show up in staging. I asked on that forum, and we couldn't fix it. Is it a problem with RealChute compatibility? Is it related to the above problem perhaps? Quote Link to comment Share on other sites More sharing options...
sumghai Posted May 5, 2014 Share Posted May 5, 2014 I have a problem with the mod. (Sorry to start with negative; I do really love this mod.) Anyway, to the point: For some reason, the mod only displays three parachutes in the VAB: the cone, the stack, and the radial. There used to be more, but I don't know what has happened to them.Also, (though this is a bit of an SDHI problem), SDHI's paradocks start with their parachute deployed for me and the parachute does not show up in staging. I asked on that forum, and we couldn't fix it. Is it a problem with RealChute compatibility? Is it related to the above problem perhaps?The newer versions of RealChute parts are now tweakable, so rather than having several parts with various fixed configurations, you now do the following: - start off by choosing one of three form factors (cone, stack or radial) to add to your vessel - switch to the action groups tab - click on RealChute part on your vessel - a window will appear where you can alter the various parameters, such as the size and shape of the casing, material, type (drag, drogue or main), deployment times/altitude etc.As for SDHI: - I simply could not replicate your issue, and so I have no idea whether it's a mod conflict - SDHI chutes were designed NOT to be tweakable, such that they only work on Kerbin, which is their intended purpose Quote Link to comment Share on other sites More sharing options...
Beanoutback Posted May 5, 2014 Share Posted May 5, 2014 I'm having problems with this mod. I've been trying to build a ship numerous times, and seem to have narrowed down the lockup to realchutes. If I take all the chutes off the ship first, everything is fine. But with the chutes on the ship, I can't open it. The game just locks up.Same here. Have done a whole new clean install and re-installed latest mods. I just don't use them anymore since I don't want to give up my other mods. Stock chutes ok though. Glad it's working for others - must be a mod clash. Keep up the good work. Quote Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 5, 2014 Share Posted May 5, 2014 Same here. Have done a whole new clean install and re-installed latest mods. I just don't use them anymore since I don't want to give up my other mods. Stock chutes ok though. Glad it's working for others - must be a mod clash. Keep up the good work.If you suspect that, it'd probably be of great help to figure-out just which of your mods is clashing with it. Quote Link to comment Share on other sites More sharing options...
mellojoe Posted May 5, 2014 Share Posted May 5, 2014 Is there a way to tweak the size of the displayed open chute? I understand that the open size is procedurally generated depending on the values used in the editor. However, I want to reduce their overall viewing size, as I like the clean look of fewer, larger chutes, than many many smaller ones. Except, sometimes the scale just seems way off compared to stock. Is there a value somewhere where I can scale them down visually without effecting their drag characteristics?Stock has ridiculously small sizes. IIRC, the canopy of the mk16 is 8m wide, which would barely land the mk1-2 pod at ~25m/s (about 95km/h or 58mph)Would there be a way for me to edit them anyway? The smaller size makes for easier screenshots since you can fit everything in. With the "correctly" large chutes, it makes it hard to share the craft hanging under the chutes. Would you get upset if I poked through the code and tweaked this? Obviously, only for my personal use. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted May 5, 2014 Author Share Posted May 5, 2014 Would there be a way for me to edit them anyway? The smaller size makes for easier screenshots since you can fit everything in. With the "correctly" large chutes, it makes it hard to share the craft hanging under the chutes. Would you get upset if I poked through the code and tweaked this? Obviously, only for my personal use.Use triple chutes, they'll appear much smaller. But no there's no other way.If you want to edit the code, go ahead. This is under an unrestrictive license, you can do whatever pleases you with the code. Just be careful, this section of the code is especially sensitive and can break a lot of stuff. If you screw it up and break saves, crafts, etc, don't complain to me Quote Link to comment Share on other sites More sharing options...
eqfan592 Posted May 5, 2014 Share Posted May 5, 2014 First, I wan't to say that this is a great mod! Just love it! Ok, now I seem to have come across a problem. If it's one you've found, I apologize!It seems that there is some kind of issue with the stack chute for me. I'm building a probe using KW rocketry and procedural fairings (i have other mods, but these were the ones being used at the time). I put a stack chute near the top of the rocket. As soon as the physics load on the launch pad, everything above the chute disconnects, falls through the middle of the ship, hits the ground and explodes. The explosion then sends the rocket into the air, but very slowly (almost like in a vacuum with no gravity). I take the stack chute out and the problem stops. Any thoughts on what might be the issue? Quote Link to comment Share on other sites More sharing options...
Eskandare Posted May 5, 2014 Share Posted May 5, 2014 Update FAR, you're running on 13.1 or older.That's odd I am fairly certain I updated it. I'll re-download and reinstall FAR. Quote Link to comment Share on other sites More sharing options...
stupid_chris Posted May 5, 2014 Author Share Posted May 5, 2014 First, I wan't to say that this is a great mod! Just love it! Ok, now I seem to have come across a problem. If it's one you've found, I apologize!It seems that there is some kind of issue with the stack chute for me. I'm building a probe using KW rocketry and procedural fairings (i have other mods, but these were the ones being used at the time). I put a stack chute near the top of the rocket. As soon as the physics load on the launch pad, everything above the chute disconnects, falls through the middle of the ship, hits the ground and explodes. The explosion then sends the rocket into the air, but very slowly (almost like in a vacuum with no gravity). I take the stack chute out and the problem stops. Any thoughts on what might be the issue?Not without logs. Quote Link to comment Share on other sites More sharing options...
skbernard Posted May 5, 2014 Share Posted May 5, 2014 (edited) As for SDHI: - I simply could not replicate your issue, and so I have no idea whether it's a mod conflict - SDHI chutes were designed NOT to be tweakable, such that they only work on Kerbin, which is their intended purposei'm running into the same thing as well, cant figure it out for the life of me... Edited May 5, 2014 by skbernard grammar-ishnish Quote Link to comment Share on other sites More sharing options...
ctbram Posted May 6, 2014 Share Posted May 6, 2014 (edited) I just installed the update and launched my crew transfer vehicle - what is with the "awaiting negative vertical velocity". it's kind of distracting. what is it for and can I please turn it off? Edited May 6, 2014 by ctbram Quote Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 6, 2014 Share Posted May 6, 2014 It means the parachutes are armed but they're waiting for you to actually start falling before they deploy. Quote Link to comment Share on other sites More sharing options...
ctbram Posted May 6, 2014 Share Posted May 6, 2014 (edited) It means the parachutes are armed but they're waiting for you to actually start falling before they deploy.ummm, okay next silly question. Why are my chutes armed before I am launching? I am using the sdhi paradock and I have seen some comments about them starting pre-deployed. Is this what is happening to me because it's damn annoying seeing that message on my screen for my entire mission and not be able to turn it off!!!!The newer versions of RealChute parts are now tweakable, so rather than having several parts with various fixed configurations, you now do the following: - start off by choosing one of three form factors (cone, stack or radial) to add to your vessel - switch to the action groups tab - click on RealChute part on your vessel - a window will appear where you can alter the various parameters, such as the size and shape of the casing, material, type (drag, drogue or main), deployment times/altitude etc.As for SDHI: - I simply could not replicate your issue, and so I have no idea whether it's a mod conflict - SDHI chutes were designed NOT to be tweakable, such that they only work on Kerbin, which is their intended purposeWell apparently I am seeing the same thing. Everyone of my crew transfer ships I have several US and RUSSIAN style crew transfer vehicles use the SDHI paradock and ever since I installed the update 1.1.0.1 yesterday from the instant I press laucnh I get a VERY ANNOYING message about "waiting for negative velocity" and the damn message cannot be turned off until I actually complete my ENTIRE mission and deorbiting!! It really ruins the game to have this gaudy yellow message constantly showing my vertical velocity for several hours spattered in the center of my damn screen! Edited May 6, 2014 by stupid_chris no Quote Link to comment Share on other sites More sharing options...
sumghai Posted May 6, 2014 Share Posted May 6, 2014 I specifically set the SDHI parachutes to only deploy upon falling, hence the "waiting for negative velocity message".My understanding is that RealChutes_settings.cfg has an option for auto-arm, which I have disabled in my own setup. It is also suggested that folks build and configure their CM/SM stack in the exact manner described in the SDHI SMS user manual. Quote Link to comment Share on other sites More sharing options...
ctbram Posted May 6, 2014 Share Posted May 6, 2014 I specifically set the SDHI parachutes to only deploy upon falling, hence the "waiting for negative velocity message".My understanding is that RealChutes_settings.cfg has an option for auto-arm, which I have disabled in my own setup. It is also suggested that folks build and configure their CM/SM stack in the exact manner described in the SDHI SMS user manual.Okay can I get that again in laymen terms? Are you saying I can turnt he message off? That is all I care about other then the chutes actually working when I need them too of course. What do I have to change exactly in the .cfg file to make this annoying message be gone?I mean seriously, for the entire time you are flying your mission you have this really annoying text splattered in the center of your screen and can't make it go away! I was really quite mad. I was in the middle of a long mission and did not want to start over but that damn message was driving me insane! Quote Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 6, 2014 Share Posted May 6, 2014 (edited) My understanding is that RealChutes_settings.cfg has an option for auto-arm, which I have disabled in my own setup.It's there, but it's disabled by default in the most recent version.Okay can I get that again in laymen terms? Are you saying I can turnt he message off? That is all I care about other then the chutes actually working when I need them too of course. What do I have to change exactly in the .cfg file to make this annoying message be gone?I mean seriously, for the entire time you are flying your mission you have this really annoying text splattered in the center of your screen and can't make it go away! I was really quite mad. I was in the middle of a long mission and did not want to start over but that damn message was driving me insane!Actually that sounds like it might be a bug. That or a mistake with staging. That shouldn't be happening. Buuuuuut you'll need to give more info about the craft and how it's being flown, when you see the message first, etc. Edited May 6, 2014 by phoenix_ca Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 6, 2014 Share Posted May 6, 2014 Well apparently I am seeing the same thing. Everyone of my crew transfer ships I have several US and RUSSIAN style crew transfer vehicles use the SDHI paradock and ever since I installed the update 1.1.0.1 yesterday from the instant I press laucnh I get a VERY ANNOYING message about "waiting for negative velocity" and the damn message cannot be turned off until I actually complete my ENTIRE mission and deorbiting!! It really ruins the game to have this gaudy yellow message constantly showing my vertical velocity for several hours spattered in the center of my damn screen! but where, is your parachute located in your damned staging list? Quote Link to comment Share on other sites More sharing options...
ctbram Posted May 6, 2014 Share Posted May 6, 2014 (edited) but where, is your parachute located in your damned staging list?It's in the same place it was day before yesterday BEFORE I updated REALCHUTE and it was working fine without the annoying yellow text complaining about my chute being deployed at the time I launch!!!!Seriously I am not a rtard! I will post a screen shot of the staging. You will see it's WAY at the top of the stack. It appears this problem has two causes - one is from realchute which apparently "arms" that is to say "attempts to deploy" the parachute from the SDHI paradock the instant the ship loads and the other from SDHI where they automatically set the chute not to open unless you are falling. If I had to chose I'd say I would prefer my chute NOT try to deploy the instant I load my ship! However I can see having autodeploy based on pressure or altitude makes sense but that should not trigger sdhi or which ever mod to assume on chute is trying to "deploy" until it actually tries to friggin deploy!The chute is right where I need it to be in the staging stack! I have laucnhed this ship or some variation of it dozens of times without issue until I updated realchute and sdhi yesterday.and here is what I see from the instant I press the space bar until my mission is over and I am deorbiting the crew!!! Edited May 6, 2014 by ctbram Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 6, 2014 Share Posted May 6, 2014 (edited) It's in the same place it was day before yesterday BEFORE I updated REALCHUTE and it was working fine without the annoying yellow text complaining about my chute being deployed at the time I launch!!!!Seriously I am not a rtard! I will post a screen shot of the staging. You will see it's WAY at the top of the stack. It appears this problem has two problems - one is from realchute which apparently "arms" that is to say "attempts to deploy" the parachute from the SDHI the instant the ship loads and the other from SDHI where they automatically set the chute not to open unless you are falling. If I had to chose I'd say I would prefer my damn chute NOT try to deploy the instant I load my ship and so have a way to TURN THAT OFF!But here's the thing! It doesn't do that for the majority of people using this. It sure as hell didn't do it for me. So there's something unique to the people who are experiencing it but nobody seems very damned intent on providing enough information to track down the problem. Where is your output_log.txt file? Or at least a comprehensive list of mods used?Edit: And have you tried disarming the chute?Edit #2: show us that craft in the VAB. In the Action Group Editor. Select 'Staging'. Edited May 6, 2014 by Starwaster Quote Link to comment Share on other sites More sharing options...
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