For whatever reason, my craft gets yeeted to 3, 4, even 5 km per second when the parachute fully deploys!
Steps to reproduce:
1. Wait till you're at 10 or 11 km ASL
2. Deploy the drogue chute
3. See as my poor fruit fly carrier gets yeeted to orbital velocity.

Jundroo, please fix this bug.

(Hehe, bug. It was carrying fruit flies XD)

Bug Rejected Found in 1.2.212.0
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4 Comments

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    2,983 Isosceles51

    @Pedro I’ll just make it heavier. Hey, maybe there’s a CO2 Scrubber, along with a Water tank for both water and O2 generation.¯_(ツ)_/¯ (There really should, as it doesn’t make sense for there not to be any, as there are “animals” in there, and they need O2, and CO2 can be toxic)

    15 days ago
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    Dev Pedro

    @Spitty to solve the snap a possible solution is deploying it sooner and inflating it later, so it spreads the loads more. You can unlock stronger chutes, but in your scenario it would only make things worse I'd imagine, because the issue is that the mass used to simulate the chute is very large compared to the mass of the craft as a whole after being separated.

    16 days ago
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    2,983 Isosceles51

    @Pedro I have 1 comment and 1 question:
    C: When the parachute is smaller, it breaks/snaps due to aerodynamic stress more easily.
    Q: Does unlocking the second parachute node (i.e. the one where you unlock the larger chutes) make chutes stronger?

    Edit: It seems they don’t (idk why I asked this, as I tested it in sandbox), so I’ll use retro-rockets to slow down before deploying the chute.

    16 days ago
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    Dev Pedro

    The mass of that module seems too small for the parachute, which makes the physics engine struggle trying to solve it. If you are ok with tinkering it you could go into Hidden Properties and in the Parachute category set the baseSize to 0.05

    +1 16 days ago

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