ChrisViral / RealChute

Realistic parachutes for KSP
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[Request] Autocut based on speed. #1

Closed Ghostbird closed 10 years ago

Ghostbird commented 10 years ago

I play with FAR and RealChute, and I love the functionality RealChute adds to the game, it took me a while however to realise why my rockets often instantly disassembled during descent. FAR implements a more realistic aerodynamic model. Drag peaks at Mach 1. This effectively produces the same results as a sonic boom on the vessel. Normally they can handle this, but even with tiny pre-deployed drag chutes, the vessel is violently ripped apart. I would like to have an auto-cut option based on speed, so I can auto-cut my drag chutes at Mach 1.2-ish to avoid having my vessel torn to shreds by the transition from supersonic to subsonic velocity. The way I see this, the auto-cut would still have an altitude/pressure as well, but it would auto-cut when the either of the criteria is reached (speed or altitude/pressure). Personally I would like the speed setting to be in Mach numbers, but maybe make that optional, as some people would like to auto-cut for different reasons at lower speeds that are easier to specify in m/s.

ChrisViral commented 10 years ago

There's already such a feature but this feature requires to be on the ground. Else you end up with bad situations where your parachutes autocut before you wanted it to. All parachutes needs this, as this is the "flag" that tells them their job is done. I'm feeling allowing this to be bypassed so that it acts in the air might get complicated fast. If you have any suggestiong I'm ready to listen however.

Ghostbird commented 10 years ago

Ah, there's indeed the auto-cut based on speed, which happens upon touchdown. I would still like the option to auto-cut based on surface speed (airspeed actually, but that's identical in KSP so far).

Actually, I just re-thought my requirements. My actual problem is that the sudden build-up of atmospheric drag (sonic boom) tears the vehicle apart. Is it possible to make the chutes in such a way that the chute tears off (or auto-cuts) based on the forces that act upon it? The current problem comes from the unrealistic way KSP handles the forces, instead of the parachute cord that snaps, the entire chute part is torn from the vessel, but this causes such a violent twist that other attached parts are flung off due to (a simulated form of) centripetal force.

If the chute can be made in such a way that the chute tears (maybe simulated by auto-cutting, to reduce part complexity) when there's too much force on it, the vessel can be spared.

In the mean time, I'll set up action groups, and carefully watch my Mach number on descent.

On 12 April 2014 20:15, Christophe Savard notifications@github.com wrote:

There's already such a feature but this feature requires to be on the ground. Else you end up with bad situations where your parachutes autocut before you wanted it to. All parachutes needs this, as this is the "flag" that tells them their job is done. I'm feeling allowing this to be bypassed so that it acts in the air might get complicated fast. If you have any suggestiong I'm ready to listen however.

— Reply to this email directly or view it on GitHubhttps://github.com/StupidChris/RealChute/issues/1#issuecomment-40287583 .

Gijsbert ter Horst

THICT Beckumerstraat 171C Enschede +31613483632

ChrisViral commented 10 years ago

The cutting only on the ground is purposedly set so that your parachute does not cut automatically if you have a parabolic trajectory in the air, which happens relatively often with the stock module. As I said, bypassing it would cause a bunch of code-wise issues.

As for cutting the chute if the forces are too large: this is planned. It's much further down the roadmap, and there is a bunch of things I want to implement before, but this is on my todo list.

Ghostbird commented 10 years ago

OK, great On 15 Apr 2014 15:20, "Christophe Savard" notifications@github.com wrote:

The cutting only on the ground is purposedly set so that your parachute does not cut automatically if you have a parabolic trajectory in the air, which happens relatively often with the stock module. As I said, bypassing it would cause a bunch of code-wise issues.

As for cutting the chute if the forces are too large: this is planned. It's much further down the roadmap, and there is a bunch of things I want to implement before, but this is on my todo list.

— Reply to this email directly or view it on GitHubhttps://github.com/StupidChris/RealChute/issues/1#issuecomment-40479923 .