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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 <[email protected]>
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Original file line number | Diff line number | Diff line change |
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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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maximum_drag = 0.32 //--------------------Not sure why they do this | ||
@category = none //--------------------Not sure why they do this | ||
@cost = 1600 //--------------------This is mainly important for the procedural portion, if you're resizing it; we're not | ||
@mass = 0.75 //----------------Your mass here (this is important later) | ||
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!sound_parachute_open //---------Deletes sounds; adds its own later | ||
!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 | ||
{ | ||
name = RealChuteModule | ||
caseMass = 0.75 //--------------Your mass here (this is why we had it set again above) | ||
timer = 0 //------------------I think this is a delay to open; I've only ever seen a zero here | ||
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 | ||
cutSpeed = 0.5 //------------How fast the chute gets cut I guess; always 0.5 I believe | ||
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" | ||
PARACHUTE | ||
{ | ||
//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 | ||
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) | ||
preDeployedDiameter = 2.8 //-----how big the Chute will be during the predeployment phase | ||
deployedDiameter = 68 // same as previous, but for deployment phase | ||
minIsPressure = true // false; does the predeployment phase minimum to open correspond to pressure a la stock? | ||
minPressure = 0.01 // if the above is true, what is the minimum pressure required to open the chute? | ||
//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. | ||
deploymentAlt = 1000 // default deployment altitude | ||
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) | ||
preDeploymentSpeed = 2 // speed at which chute opens during predeployment; might be useful to tweak if you want to reduce abruptness of opening | ||
deploymentSpeed = 6 // same as above | ||
preDeploymentAnimation = chuteSemiDeploy //---you already know this stuff; it's the same as what it is on the chute you're converting | ||
deploymentAnimation = chuteFullyDeploy //---you already know this stuff; it's the same as what it is on the chute you're converting | ||
parachuteName = canopy //---you already know this stuff; it's the same as what it is on the chute you're converting | ||
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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MODULE | ||
{ | ||
name = ProceduralChute //----This is what allows you to edit the parachute with the RealChute editor in the VAB/SPH | ||
textureLibrary = StockReplacement | ||
currentCanopies = Main chute // other option that I know of is "Drogue chute" | ||
} | ||
//-----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. | ||
MODULE | ||
{ | ||
name = ProceduralChute | ||
textureLibrary = RealChute | ||
type = Radial | ||
currentCase = Main | ||
currentCanopies = Main chute | ||
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SIZE | ||
{ | ||
size = 1, 1, 1 //-----------Size of the Parachute; presumably 1 corresponds to "normal" | ||
sizeID = Radial 2 | ||
caseMass = 0.75 //----------This is why we set the mass again above, in make sure it was this number | ||
cost = 1600 // 300 //----------This is why we set the cost again above, in make sure it was this number | ||
} | ||
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SIZE | ||
{ | ||
size = 1.5, 1.5, 1.5 //----------- 1.5x Size | ||
sizeID = Radial 3 | ||
caseMass = 1.5 //---------2x the mass | ||
cost = 1280 // 250 //----was originally ~80% the cost of Full Size (300); Bigger Size Costs Less? | ||
} | ||
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SIZE | ||
{ | ||
size = 0.5, 0.5, 0.5 //----Half Size | ||
sizeID = Radial 1 | ||
caseMass = 0.375 //---------0.5 the mass | ||
cost = 1920 // 350 //----was originally ~117% the cost of Full Size (300); Smaller Size Costs More? | ||
} | ||
} | ||
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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) | ||
{ | ||
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 | ||
} | ||
} | ||
} | ||
} | ||
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