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Merge pull request #58 from zer0Kerbal/0.3.6.0
# Version 0.3.6.0 (2016-07-12) - Tweaks. * Added an optional experimental config for RealChute integration (for the radial chute only). * To enable, rename "GameData/LETech/Patches/LETech_RealChute.txt" to have "cfg" instead of "txt". * Removed references to "drogue" in the parachute tags. * Added parachute deployment sound effects, as per KSP 1.1.3. * updates #9 * closes #20 Authored-By: @NecroBones <10134364+necrobones@users.noreply.github.com>
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LETech-CHANGELOG.txt

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0.3.6 (2016-07-12) - Tweaks.
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- Added an optional experimental config for RealChute integration (for the radial chute only).
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- To enable, rename "GameData/LETech/Patches/LETech_RealChute.txt" to have "cfg" instead of "txt".
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- Removed references to "drogue" in the parachute tags.
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- Added parachute deployment sound effects, as per KSP 1.1.3.
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0.3.5 (2016-04-22) - Transparency fix.
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- Fixed the "always transparent" problem for bays in the VAB.
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- Adjusted the "expanded" 2.5m bay to use transparency only on the doors.

LETech/Parts/Chutes/LETchute1m.cfg

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buoyancyUseCubeNamed = PACKED
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sound_parachute_open = activate
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sound_parachute_single = deploy
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TechRequired = advLanding
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entryCost = 4900
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description = A much larger parachute for your atmospheric lithobraking needs.
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attachRules = 1,0,0,1,0
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tags = litho arrest canopy chute decel descen drag drogue entry fall landing orange re- return safe slow stab
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tags = litho arrest canopy chute decel descen drag entry fall landing re- return safe slow
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mass = 0.9
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dragModelType = default

LETech/Parts/Chutes/LETchute2m.cfg

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buoyancyUseCubeNamed = PACKED
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sound_parachute_open = activate
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sound_parachute_single = deploy
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TechRequired = heavyLanding
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entryCost = 6500
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description = A much larger parachute for your atmospheric lithobraking needs.
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attachRules = 1,0,0,1,0
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tags = litho arrest canopy chute decel descen drag drogue entry fall landing orange re- return safe slow stab
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tags = litho arrest canopy chute decel descen drag entry fall landing re- return safe slow
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mass = 1.5
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dragModelType = default

LETech/Parts/Chutes/LETchuteR1.cfg

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buoyancyUseCubeNamed = PACKED
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sound_parachute_open = activate
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sound_parachute_single = deploy
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TechRequired = heavyLanding
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entryCost = 4900
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description = A much larger parachute for your atmospheric lithobraking needs.
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attachRules = 0,1,0,0,0
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tags = litho arrest canopy chute decel descen drag drogue entry fall landing orange re- return safe slow stab
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tags = litho arrest canopy chute decel descen drag entry fall landing re- return safe slow
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mass = 0.75
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dragModelType = default
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//-----------NEVER MAKE A REALCHUTE PhysicsSignificance = 1!!! Not that anyone would ever do that. :)
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// Experimental config originally provided by Deimos Rast
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@PART[LETchuteR1]:NEEDS[RealChute]
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{
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maximum_drag = 0.32 //--------------------Not sure why they do this
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@category = none //--------------------Not sure why they do this
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@cost = 1600 //--------------------This is mainly important for the procedural portion, if you're resizing it; we're not
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@mass = 0.75 //----------------Your mass here (this is important later)
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!sound_parachute_open //---------Deletes sounds; adds its own later
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!sound_parachute_single //---------Deletes sounds; adds its own later
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!MODULE[ModuleParachute]{} //---------Destroy stock parachute Module; adds Realchute Module
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MODULE
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{
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name = RealChuteModule
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caseMass = 0.75 //--------------Your mass here (this is why we had it set again above)
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timer = 0 //------------------I think this is a delay to open; I've only ever seen a zero here
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mustGoDown = false //-------------I like this as true, but it defaults as false; makes it so the chute only deploys when your "falling" e.g. going down
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cutSpeed = 0.5 //------------How fast the chute gets cut I guess; always 0.5 I believe
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spareChutes = 5 //----------------RealChutes come with Spares! Engineers (configurable) in Career, or everyone in other modes, can repack a "spent" Parachute, using a spare, and it's good as new. Note: RealChutes also get the "Disarm" option, in addition to "Cut" and "Deploy"
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PARACHUTE
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{
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//ParachuteType = Drogue // if you wanted to make a Drogue, you could add this; I believe it's mainly for the RealChute editor calculations - not strictly necessary; only included for instructional purposes
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material = Nylon //---------------What the Chute is made out of. Different materials have different thermal, toughness factors, and more importantly drag coefficients. Can make your own; included are Silk, Nylon (default for Main) or Kevlar (default for Drogue)
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preDeployedDiameter = 2.8 //-----how big the Chute will be during the predeployment phase
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deployedDiameter = 68 // same as previous, but for deployment phase
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minIsPressure = true // false; does the predeployment phase minimum to open correspond to pressure a la stock?
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minPressure = 0.01 // if the above is true, what is the minimum pressure required to open the chute?
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//minDeployment = 35000 // if minIsPressure = false, then get rid of minPressure entirely, and use minDeployment instead, which is the minimum altitude for the chute for predeployment.
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deploymentAlt = 1000 // default deployment altitude
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cutAlt = -1 // default altitude the parachute is auto cut at; -1 means ground contact basically. If you have a double chute, you can set it so the first chute gets cut at the same height as the second chute opens for example (RealChute has a chute like this included)
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preDeploymentSpeed = 2 // speed at which chute opens during predeployment; might be useful to tweak if you want to reduce abruptness of opening
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deploymentSpeed = 6 // same as above
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preDeploymentAnimation = chuteSemiDeploy //---you already know this stuff; it's the same as what it is on the chute you're converting
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deploymentAnimation = chuteFullyDeploy //---you already know this stuff; it's the same as what it is on the chute you're converting
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parachuteName = canopy //---you already know this stuff; it's the same as what it is on the chute you're converting
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capName = cap //---you already know this stuff; it's the same as what it is on the chute you're converting
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}
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}
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MODULE
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{
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name = ProceduralChute //----This is what allows you to edit the parachute with the RealChute editor in the VAB/SPH
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textureLibrary = StockReplacement
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currentCanopies = Main chute // other option that I know of is "Drogue chute"
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}
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//-----RealChute's ProceduralChute module allows you to resize and reshape parachutes with its editor, if the module looks something like below. For basic editor functionality, you only need the above version.
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MODULE
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{
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name = ProceduralChute
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textureLibrary = RealChute
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type = Radial
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currentCase = Main
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currentCanopies = Main chute
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SIZE
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{
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size = 1, 1, 1 //-----------Size of the Parachute; presumably 1 corresponds to "normal"
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sizeID = Radial 2
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caseMass = 0.75 //----------This is why we set the mass again above, in make sure it was this number
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cost = 1600 // 300 //----------This is why we set the cost again above, in make sure it was this number
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}
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SIZE
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{
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size = 1.5, 1.5, 1.5 //----------- 1.5x Size
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sizeID = Radial 3
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caseMass = 1.5 //---------2x the mass
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cost = 1280 // 250 //----was originally ~80% the cost of Full Size (300); Bigger Size Costs Less?
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}
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SIZE
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{
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size = 0.5, 0.5, 0.5 //----Half Size
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sizeID = Radial 1
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caseMass = 0.375 //---------0.5 the mass
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cost = 1920 // 350 //----was originally ~117% the cost of Full Size (300); Smaller Size Costs More?
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}
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}
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EFFECTS //----------RealChute has its own sound library, which replaces the stock sound FX (remember it deleting the stock FX in the beginning)
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{
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rcpredeploy
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{
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AUDIO
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{
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channel = Ship
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clip = sound_parachute_open
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volume = 1
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}
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}
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rcdeploy
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{
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AUDIO
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{
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channel = Ship
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clip = sound_parachute_single
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volume = 1
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}
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}
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rccut
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{
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AUDIO
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{
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channel = Ship
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clip = RealChute/Sounds/sound_parachute_cut
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volume = 1
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}
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}
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rcrepack
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{
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AUDIO
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{
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channel = Ship
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clip = RealChute/Sounds/sound_parachute_repack
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volume = 1
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}
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}
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}
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}
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LithobrakeExplorationTechnologies.version

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{
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"MAJOR" : 0,
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"MINOR" : 3,
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"PATCH" : 5,
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"PATCH" : 6,
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"BUILD" : 0
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},
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"KSP_VERSION" :
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{
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"MAJOR" : 1,
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"MINOR" : 1,
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"PATCH" : 1
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"PATCH" : 3
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},
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"KSP_VERSION_MIN" :
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{

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