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Merge pull request #58 from zer0Kerbal/0.3.6.0
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# 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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zer0Kerbal committed Jan 20, 2022
2 parents 275655b + 2653d98 commit bf2e05c
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6 changes: 6 additions & 0 deletions LETech-CHANGELOG.txt
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0.3.6 (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.

0.3.5 (2016-04-22) - Transparency fix.
- Fixed the "always transparent" problem for bays in the VAB.
- Adjusted the "expanded" 2.5m bay to use transparency only on the doors.
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3 changes: 2 additions & 1 deletion LETech/Parts/Chutes/LETchute1m.cfg
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Expand Up @@ -16,6 +16,7 @@ PART

buoyancyUseCubeNamed = PACKED
sound_parachute_open = activate
sound_parachute_single = deploy

TechRequired = advLanding
entryCost = 4900
Expand All @@ -27,7 +28,7 @@ PART
description = A much larger parachute for your atmospheric lithobraking needs.
attachRules = 1,0,0,1,0

tags = litho arrest canopy chute decel descen drag drogue entry fall landing orange re- return safe slow stab
tags = litho arrest canopy chute decel descen drag entry fall landing re- return safe slow

mass = 0.9
dragModelType = default
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3 changes: 2 additions & 1 deletion LETech/Parts/Chutes/LETchute2m.cfg
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Expand Up @@ -16,6 +16,7 @@ PART

buoyancyUseCubeNamed = PACKED
sound_parachute_open = activate
sound_parachute_single = deploy

TechRequired = heavyLanding
entryCost = 6500
Expand All @@ -27,7 +28,7 @@ PART
description = A much larger parachute for your atmospheric lithobraking needs.
attachRules = 1,0,0,1,0

tags = litho arrest canopy chute decel descen drag drogue entry fall landing orange re- return safe slow stab
tags = litho arrest canopy chute decel descen drag entry fall landing re- return safe slow

mass = 1.5
dragModelType = default
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3 changes: 2 additions & 1 deletion LETech/Parts/Chutes/LETchuteR1.cfg
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Expand Up @@ -15,6 +15,7 @@ PART

buoyancyUseCubeNamed = PACKED
sound_parachute_open = activate
sound_parachute_single = deploy

TechRequired = heavyLanding
entryCost = 4900
Expand All @@ -26,7 +27,7 @@ PART
description = A much larger parachute for your atmospheric lithobraking needs.
attachRules = 0,1,0,0,0

tags = litho arrest canopy chute decel descen drag drogue entry fall landing orange re- return safe slow stab
tags = litho arrest canopy chute decel descen drag entry fall landing re- return safe slow

mass = 0.75
dragModelType = default
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128 changes: 128 additions & 0 deletions LETech/Patches/LETech_RealChute.txt
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//-----------NEVER MAKE A REALCHUTE PhysicsSignificance = 1!!! Not that anyone would ever do that. :)

// Experimental config originally provided by Deimos Rast

@PART[LETchuteR1]:NEEDS[RealChute]
{

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)


!sound_parachute_open //---------Deletes sounds; adds its own later
!sound_parachute_single //---------Deletes sounds; adds its own later

!MODULE[ModuleParachute]{} //---------Destroy stock parachute Module; adds Realchute Module

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
}
}

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

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
}

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?
}

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?
}
}


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
}
}
}
}

4 changes: 2 additions & 2 deletions LithobrakeExplorationTechnologies.version
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Expand Up @@ -13,14 +13,14 @@
{
"MAJOR" : 0,
"MINOR" : 3,
"PATCH" : 5,
"PATCH" : 6,
"BUILD" : 0
},
"KSP_VERSION" :
{
"MAJOR" : 1,
"MINOR" : 1,
"PATCH" : 1
"PATCH" : 3
},
"KSP_VERSION_MIN" :
{
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