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[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21


stupid_chris

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3 hours ago, Jackaroo0505 said:

Hey, Can you make it compatible with 64Bit please? My game can only run 64bit. I will have to uninstall it in order for stock parachutes to work. If anyone knows how to make it work with 64bit, tell me how to do that.

Quote

March 29th 2016
v1.4x1
*Prerelease*
-Updated to Unity 5
-Updated KSP references
-Fixed issues with part mass editing
-Temporarily removed Win64 lock (testing stability)
-Built on Win x64

It already is.

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Sorry if this has been asked before, but is there a way to customize the chute settings in career mode before I upgrade the VAB/SPH? I've found a way to access the settings when AGX is installed but that isn't out yet for 1.1.

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7 hours ago, Jackaroo0505 said:

Hey, Can you make it compatible with 64Bit please? My game can only run 64bit. I will have to uninstall it in order for stock parachutes to work. If anyone knows how to make it work with 64bit, tell me how to do that.

As mentioned, it is. However, I reserve the right to pull the plug on the 64bit support at any moment I see fit, and entirely at my discretion. Shouldn't happen unless it proves out to be a compatibility mess in the future, which it doesn't seem to be so far.

2 hours ago, Honeybadga said:

Sorry if this has been asked before, but is there a way to customize the chute settings in career mode before I upgrade the VAB/SPH? I've found a way to access the settings when AGX is installed but that isn't out yet for 1.1.

I'm tired of answering the same questions.

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14 minutes ago, stupid_chris said:

I'm tired of answering the same questions.

Ow, I'm sorry. But maybe we've found a possible addition to your FAQ in the OP?

Edit: kk, I've found an answer five pages back.

Edited by Honeybadga
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Having an issue with 1.1 64 bit and RealChutes - the parachutes cause drag upon launch as though they were deployed. Pressing F12 shows red, downward drag from non-deployed chutes that is two times the height of my rocket.

Edited by kyrcant
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15 hours ago, Honeybadga said:

Ow, I'm sorry. But maybe we've found a possible addition to your FAQ in the OP?

Edit: kk, I've found an answer five pages back.

Added, along with a bunch of other questions.

5 hours ago, kyrcant said:

Having an issue with 1.1 64 bit and RealChutes - the parachutes cause drag upon launch as though they were deployed. Pressing F12 shows red, downward drag from non-deployed chutes that is two times the height of my rocket.

I think the big red notice under the download links in the OP is clear enough.

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If I wanted to make mm patches for a few mods that have their own chutes, how do I go about it?

Do I need to create a texture library for realchute based on the deployed chutes or could I just use existing ones? 

I noticed that every patch has it's own texture library and a few values existing in stock are not in those patches, does that mean the mod calculates it's drag effects?

I'd like to do this since non realchutes are apparently not FAR compatible.

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1 minute ago, lude said:

If I wanted to make mm patches for a few mods that have their own chutes, how do I go about it?

Do I need to create a texture library for realchute based on the deployed chutes or could I just use existing ones? 

I noticed that every patch has it's own texture library and a few values existing in stock are not in those patches, does that mean the mod calculates it's drag effects?

I'd like to do this since non realchutes are apparently not FAR compatible.

The only parachutes that have their texturelibraries are NovaPunch, Stock, and RealChute. The rest does not. So no, you don't need one.

If your concern is FAR, wait until the next update. It'll be fixed then.

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KSP: 1.1 64 bit

Problem: Sounding Rockets SR_PackChute_35 parachute doesn't work, it just plummets to the ground. The nose cone chutes work, both the 035 and 625, which is odd because they use pack chute internally.

Mods installed:

FAR v3:0.15.6.1

Module Manager 2.6.22

Modular Flight Integrator 1.1.3.0

Sounding Rockets 0.4.1.0

USI Tools 0.7.1.0

RealChute v 1.4

Reproduction steps:

Build a simple craft with a 0.035 engine, 3 small fins, 0.035 payload truss, avionics package, battery and top off with small pack chute. Launch. Stage until chute opens, be amused as it plummets into the ground.

This is the patch I cobbled together:

@PART[SR_Nosecone_35]:NEEDS[RealChute]
{

	@category = none
	@mass = 0.005
	!sound_parachute_open
	!sound_parachute_single

	!MODULE[ModuleParachute]{}

	MODULE
	{
		name = RealChuteModule
		caseMass = 0.005
		timer = 0
		mustGoDown = true
		cutSpeed = 0.5
		spareChutes = 1

		PARACHUTE
		{
			material = Nylon
			preDeployedDiameter = 3
			deployedDiameter = 12
			minIsPressure = false
			minPressure = 0.1
			minDeployment = 6000
			deploymentAlt = 600
			cutAlt = -1
			preDeploymentSpeed = 2
			deploymentSpeed = 8
			preDeploymentAnimation = PreDeploy
			deploymentAnimation = Deploy
			parachuteName = String
			capName = Cap
		}
	}

	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
			}
		}
	}
}

@PART[SR_Nosecone_625]:NEEDS[RealChute]
{

	@category = none
	@mass = 0.01
	!sound_parachute_open
	!sound_parachute_single

	!MODULE[ModuleParachute]{}

	MODULE
	{
		name = RealChuteModule
		caseMass = 0.01
		timer = 0
		mustGoDown = true
		cutSpeed = 0.5
		spareChutes = 1

		PARACHUTE
		{
			material = Nylon
			preDeployedDiameter = 2
			deployedDiameter = 20
			minIsPressure = false
			minPressure = 0.1
			minDeployment = 6000
			deploymentAlt = 600
			cutAlt = -1
			preDeploymentSpeed = 2
			deploymentSpeed = 8
			preDeploymentAnimation = PreDeploy
			deploymentAnimation = Deploy
			parachuteName = String
			capName = Cap
		}
	}

	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
			}
		}
	}
}

@PART[SR_PackChute_35]:NEEDS[RealChute]
{

	@category = none
	@mass = 0.005
	!sound_parachute_open
	!sound_parachute_single

	!MODULE[ModuleParachute]{}

	MODULE
	{
		name = RealChuteModule
		caseMass = 0.005
		timer = 0
		mustGoDown = true
		cutSpeed = 0.5
		spareChutes = 1

		PARACHUTE
		{
			material = Nylon
			preDeployedDiameter = 3
			deployedDiameter = 12
			minIsPressure = false
			minPressure = 0.1
			minDeployment = 6000
			deploymentAlt = 600
			cutAlt = -1
			preDeploymentSpeed = 2
			deploymentSpeed = 8
			preDeploymentAnimation = PreDeploy
			deploymentAnimation = Deploy
			parachuteName = String
			capName = Pack
		}
	}

	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
			}
		}
	}
}

 

NRE after staging chute. Don't know why.

Log:https://drive.google.com/file/d/0B4fEVZ0-dHhAbE5nejhDRi1KWms/view?usp=sharing

Edited by Divstator
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Interesting. Well, far as I can tell, FAR 15.6.1 is the one he credits you with helping him fix and it's the one on Github. As far as the MM patch goes, it works on the KSP 1.1 32 bit version. <shrug> I thought it would be better to report it than not. I didn't really expect it to be fixed any time soon with the update mania that's going on. :) Thanks for the mods though. Oh, also I didn't know if it might be a MM bug? I figured you would know better than I, if that were the case though. Thanks for the Mods. :)

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1 minute ago, Divstator said:

Interesting. Well, far as I can tell, FAR 15.6.1 is the one he credits you with helping him fix and it's the one on Github. As far as the MM patch goes, it works on the KSP 1.1 32 bit version. <shrug> I thought it would be better to report it than not. I didn't really expect it to be fixed any time soon with the update mania that's going on. :) Thanks for the mods though. Oh, also I didn't know if it might be a MM bug? I figured you would know better than I, if that were the case though. Thanks for the Mods. :)

No I would not think so. Did you reload the part database while in the spacecenter? That could've caused the issue. But yes, 15.6.1 is the latest one. This sounds like the patch being wonky more than anything else.

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I just restarted KSP everytime, If that doesn't reload the part database, then , no I did not reload the part database and I will have to research how to accomplish that. The only reason I know it works on the 32 bit version is because I was making a clean install to try and narrow down the cause. When I did the "clean" install, it worked and I thought I had a mod or MM patch walking on each other, then when I started adding back in my mods, it started crashing(because I was running out memory) and that was when I noticed I was running the 32 bit installation. So I restarted my "clean" install and made sure I was running the 64 bit version, and it messed up with just the 3 mods and their dependencies installed. But, like I said, I get the work load thing, I was just concerned that it might be a piece of info that might come in handy.

Edited by Divstator
clarity
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15 minutes ago, Divstator said:

I just restarted KSP everytime, If that doesn't reload the part database, then , no I did not reload the part database and I will have to research how to accomplish that. The only reason I know it works on the 32 bit version is because I was making a clean install to try and narrow down the cause. When I did the "clean" install, it worked and I thought I had a mod or MM patch walking on each other, then when I started adding back in my mods, it started crashing(because I was running out memory) and that was when I noticed I was running the 32 bit installation. So I restarted my "clean" install and made sure I was running the 64 bit version, and it messed up with just the 3 mods and their dependencies installed. But, like I said, I get the work load thing, I was just concerned that it might be a piece of info that might come in handy.

I'm under no workload, don't think I've even claimed that right now.

Try with only SoundingRockets and RealChute. If that works, the patch itself isn't completely screwed. If it doesn't, you dun messed it up. In the case it does work, try sticking a :BEFORE[RealChute] when loading with FAR.

Edited by stupid_chris
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12 minutes ago, stupid_chris said:

I'm under no workload, don't think I've even claimed that right now.

 

My assumption, my bad.

Tested as you advised, With just the RealChute and Sounding Rockets, it still fails(just the one chute, the nose cone ones still work). Also fails if I run 32 bit(don't know how it worked before, I had brought over a saved ship, but I changed the chute out every time, or at least I thought I did). I've been messing with it for too long now to make any sense of it. I'll try later to see if I can figure out. I'll post if I figure out if it's something I've done wrong.

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11 minutes ago, Divstator said:

My assumption, my bad.

Tested as you advised, With just the RealChute and Sounding Rockets, it still fails(just the one chute, the nose cone ones still work). Also fails if I run 32 bit(don't know how it worked before, I had brought over a saved ship, but I changed the chute out every time, or at least I thought I did). I've been messing with it for too long now to make any sense of it. I'll try later to see if I can figure out. I'll post if I figure out if it's something I've done wrong.

You likely misspelled one of the parachute caps, canopies, or animation names. That's why some of them works and others don't. You didn't misspell all of them. So as I said, you likely dun messed up your edits.

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Dear stupid_chris,

Where can I download a legacy version of Real Chutes? I would need the 1.2.5.3, or, to be less specific, anything that would work with Realism Overhaul (v 10.9.5), that is to say, anything that woks with Kerbal 1.0.5. In fact, the present version of Real Chutes (1.4) is not working at all for me (no parachutes available at all in the utility section). I am using Kerbal v 1.0.5 (build 1028) with Realism Overhaul 10.9.5 (with all its core dependencies).

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On 4/20/2016 at 0:00 AM, Kowgan said:

@stupid_chris Something very wrong happened to your avatar! Wenk!

Also, thank you for the update.

1.3.2.7 is still KSP 1.0.5 compatible. RC 1.4 definitely would not be, there's no point in even trying that with 1.0.5.  

Look on the Real Chutes release page.

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1 hour ago, Jackaroo0505 said:

Link?

Usually download links for latest versions, changelogs & instructions should be found straight from the OP (original post), but i understand that sometimes mod authors just post new changelogs with download links before updating op :) Anyways latest 1.4 version should be available in SpaceDock, GitHub & even CKAN.

http://spacedock.info/mod/384

https://github.com/StupidChris/RealChute/releases/tag/v1.4

 

Edited by Murdox
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KSP: KSP: 1.1 (Win64) - Unity: 5.2.4f1 - OS: Windows 10  (10.0.0) 64bit

Problem: RealChute size uncustomizable

Mods installed:
Filter Extensions - 2.5
AutoAsparagus - 2.2
Chatterer - 0.9.8.1230
Community Resource Pack - 0.5
Connected Living Space - 1.2.0.9
Contract Configurator - 1.10.4
Contract Pack: Clever Sats - 1.0.0.1
Contract Pack: Field Research - 1.1.7
Contract Pack: Giving Aircraft a Purpose - 1.2.3
Contract Pack: Bases and Stations - 3.2.1
Contract Pack: RemoteTech - 2.0.2
Contract Pack: Grand Tours - 0.1.10
Rover Missions - 0.1.3
Contract Pack: Unmanned Contracts - 0.3.19.1
DMagic Orbital Science - 1.2.3
CapCom Mission Control On The Go - 1.0.2.1
Contracts Window Plus - 1.0.6.2
Dynamic Deflection - 1.2.1
EditorExtensionsRedux - 3.2.1.9
Ferram Aerospace Research - 0.15.6.1
Firespitter - 7.2.1
Kerbal Engineer Redux - 1.1.0.2
Kerbal Joint Reinforcement - 3.1.5
Advanced Fly-By-Wire - 1.7
KSP-AVC Plugin - 1.1.6.1
KWRocketryRedux - 3.0.1
Modular Rocket Systems - 1.12.6
ModularFlightIntegrator - 1.1.3
Docking Port Alignment Indicator - 6.3
EVAHandrailsPackContinued - 0.2.1.1
Pilot Assistant - 1.12.5
PlanetShine - 0.2.5
Procedural Parts - 1.2
RealChute - 1.4
RealPlume - Stock - 0.10.6
Real Scale Boosters - 0.12.2
RemoteTech - 1.6.11
SCANsat - 1.1.6
ShipManifest - 5.0.9
SpaceTux: Shared Assets - 0.3.9
TextureReplacer - 2.4.13
Universal Storage - 1.1.0.11
Waypoint Manager - 2.5
WildBlueTools - 1.1.1
Mark One Laboratory Extensions - 0.5.0.8

Reproduction steps:

Go to VAB, try to change size:

mgGsmU2.jpg

 

also, is the node supposed to attach like this? 

 

A1j9VEv.jpg

Edited by jstnj
added node screenshot
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