Kerbal Space Program  1.12.4
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ModuleEvaChute Class Reference
Inheritance diagram for ModuleEvaChute:
ModuleParachute PartModule IMultipleDragCube

Public Member Functions

void AllowRepack (bool allowRepack)
 
bool CanCrewMemberUseParachute (ProtoCrewMember crewMember)
 Check if a crew member has enough experience to use a parachute. Will also check the crew member is not carrying any inventory. If they are, they cannot use their parachute. More...
 
bool CanCrewMemberUseParachute ()
 Checks to see if Kerbal that this chute belongs to is capable of using it More...
 
override void CutParachute ()
 Cut the parachute. More...
 
override bool IsStageable ()
 No staging for the eva chute! More...
 
override void OnActive ()
 No staging for the eva chute! More...
 
override void OnDestroy ()
 
override void OnStart (PartModule.StartState state)
 
void SetCanopy (Transform chuteTransform)
 Sets the active canopy of this chute. Changes when inventory changes. More...
 
void SetEVAChuteActive (bool active)
 Will Set the EVA Chute Active or not. More...
 
void ShowEVAChuteParamsChanged ()
 
virtual void UpdateFullyDeployedParachuteMovement (Vector3 parachuteInput, Rigidbody kerbalRB)
 Update the kerbal during Update when the chute is fully deployed More...
 
virtual void UpdateSemiDeployedParachuteMovement (Vector3 parachuteInput, Rigidbody kerbalRB)
 Update the kerbal during Update when the chute is fully deployed More...
 
- Public Member Functions inherited from ModuleParachute
void AssumeDragCubePosition (string name)
 Used by the DragCubeSystem when it is generating drag cube entries on startup if none are found for this module. When called the module should set it's model position/setup to match the expected position/orientation when 'name' drag cube is active. More...
 
void CalcBaseStats ()
 
void CutAction (KSPActionParam param)
 
void Deploy ()
 Deploy the parachute. More...
 
void DeployAction (KSPActionParam param)
 
void Disarm ()
 
string[] GetDragCubeNames ()
 Should return an array of strings that are the drag cube names that this module implements. More...
 
override string GetInfo ()
 Returns formatted string of additional data for use in the VAB and SPH More...
 
override string GetModuleDisplayName ()
 Override this to provide a Localized version of the PartModules Name for UI components More...
 
override void OnActive ()
 Called when the part is set active (after unpacking etc) More...
 
override void OnAwake ()
 Method fires once the module has been added to the part. Use for first time setup. Module will not have loaded fully by this point More...
 
override void OnLoad (ConfigNode node)
 Use OnLoad to load any additional data from the ConfigNode provided More...
 
override void OnStart (PartModule.StartState state)
 
void OnVesselWasModified (Vessel v)
 
void Repack ()
 Repack the parachute. More...
 
void UpdateSymmetry (Vessel v)
 
bool UsesProceduralDragCubes ()
 Used by the DragCubeSystem when it is generating drag cube entries on startup if none are found for this module. Should return true if this module is to use procedural drag cubes and false if it is to generate drag cubes for the drag cube names returned in GetDragCubeNames method. More...
 
- Public Member Functions inherited from PartModule
void AddPartModuleAdjuster (AdjusterPartModuleBase newAdjuster)
 Call this to add an adjuster to this part module. More...
 
void AddPartModuleAdjusterList (List< AdjusterPartModuleBase > moduleAdjusters)
 Applies the appropriate module adjusters. Performs checks to make sure that the adjusters are valid too. More...
 
bool AppliedUpgrades ()
 Returns true if upgrades are applied More...
 
void ApplyAdjustersOnStart ()
 Called when a part module is loaded and applies all of the currently loaded adjusters. More...
 
virtual void ApplyUpgradeNode (List< string > appliedUps, ConfigNode node, bool doLoad)
 Applies the upgrades to a confignode. Will either copy the upgrades back to the node or (if doLoad) calls load/onload on it. More...
 
virtual bool ApplyUpgrades (StartState state)
 Will find and apply upgrades. Called during Part's ModulesOnStart, before a module's OnStart. More...
 
void Awake ()
 
delegate bool boolPMApplyUpgrades (PartModule pm, StartState state)
 
delegate bool boolPMBoolDelegate (PartModule pm, bool apply)
 
void ClearPersistentId ()
 Clear the modules persistentId More...
 
void Copy (PartModule fromModule)
 
virtual void DemoteToPhysicslessPart ()
 This method will be called from Part class DemoteToPhysicslessPart when the part is being converted from physical to physicsless part. It is called before the joints and rigidbodies are destroyed. More...
 
virtual bool FindUpgrades (bool fillApplied, ConfigNode node=null)
 Find applicable upgrades to the partmodule (isunlocked and isenabled) and add to the upgradesApplied list. Pass true if you want to add the upgrades to upgradesApplied, false if you just want to know if at least one upgrade is applicable (unlocked rather than enabled) More...
 
virtual Color GetCurrentColor ()
 Returns the current part module color. More...
 
virtual Color GetCurrentColor (string fieldName)
 Returns the current part module color for a field where usespe. More...
 
uint GetPersistenActiontId ()
 Get the modules persistentID, and create one if it doesnt already have one More...
 
uint GetPersistentId ()
 Get the modules persistentID, and create one if it doesnt already have one More...
 
virtual string GetStagingDisableText ()
 
virtual string GetStagingEnableText ()
 
virtual string GetUpgradeInfo ()
 Called by Upgrade Stats dialog More...
 
bool HasUpgrades ()
 Returns true if upgrades exist for the partmodule More...
 
bool IsValidContractObjective (string objectiveType)
 Returns if, for example, an antenna part module qualifies as an antenna for contracts. More...
 
void Load (ConfigNode node)
 
virtual void LoadUpgrades (ConfigNode node)
 Loads module-relevant upgrades from the partmodule confignode More...
 
uint NewPersistentId ()
 Reset the modules persistentId to a new number More...
 
virtual void OnColorChanged (Color color)
 Meant to be overwritten by part modules implementing color changes. In this case, it doesn't matter which color picker changed specifically. More...
 
virtual void OnColorChanged (Color color, string pickerID="")
 Meant to be overwritten by part modules implementing color changes More...
 
virtual void OnConstructionModeFixedUpdate ()
 This method will be called when in EVA Construction mode and this part and itself is disabled (when it is not attached to a vessel) every FixedUpdate(). More...
 
virtual void OnConstructionModeUpdate ()
 This method will be called when in EVA Construction mode and this part and itself is disabled (when it is not attached to a vessel) every Update(). More...
 
virtual void OnCopy (PartModule fromModule)
 Use OnCopy to copy any additional data from the PartModule provided More...
 
virtual void OnFixedUpdate ()
 Called every physics/fixed frame that the part is active More...
 
virtual void OnIconCreate ()
 Method fires just before components are stripped from the gameobject to make it an icon. (The part is instantiated and then various components like Part, PartModule, EffectBehaviour, Colliders, Particles, etc are stripped and then it's set as the icon prefab. This lets PartModules do stuff to the model right before that happens. More...
 
virtual void OnInactive ()
 Called before the part goes inactive (after packing etc) More...
 
virtual void OnInitialize ()
 Called on all modules after all parts are loaded but before they give the ship to the game More...
 
virtual void OnInventoryModeDisable ()
 This method will be called when this modules part and itself is first disabled (when it is not attached to a vessel) when created in Inventory/Construction mode. More...
 
virtual void OnInventoryModeEnable ()
 This method will be called when this modules part and itself is first enabled (when it is attached to a vessel) when created in Inventory/Construction mode. More...
 
void OnModuleAdjusterAddedWrapper (AdjusterPartModuleBase adjuster)
 Wrapper to check the mission expansion availability before performing processing specific to this part module when an adjuster is added. More...
 
virtual void OnModuleAdjusterRemoved (AdjusterPartModuleBase adjuster)
 Perform processing specific to this part module when an adjuster is removed. By default this does nothing is up to each part module to implement it properly. More...
 
virtual void OnPartCreatedFomInventory (ModuleInventoryPart moduleInventoryPart)
 This method is called when a part is being taken out from a slot while being in EVAConstruction mode. More...
 
virtual void OnSave (ConfigNode node)
 Use OnSave to serialize additional module information into the ConfigNode provided More...
 
virtual void OnStart (StartState state)
 Called when the part starts. The StartState gives an indication of where in flight you are. All values may not be plugged in! More...
 
virtual void OnStartBeforePartAttachJoint (StartState state)
 Called in flight scene in Part.Start just before the Part attachnode joints are created. More...
 
virtual void OnStartFinished (StartState state)
 Called when the part finishes starting. The StartState gives an indication of where in flight you are. All values may not be plugged in! More...
 
virtual void OnStoredInInventory (ModuleInventoryPart moduleInventoryPart)
 Called when the part is stored in an inventory. More...
 
virtual void OnUpdate ()
 Called every frame that the part is active More...
 
virtual void OnWasCopied (PartModule copyPartModule, bool asSymCounterpart)
 Called when the PartModule was copied, through Alt+Copy or symmetry More...
 
virtual void OnWillBeCopied (bool asSymCounterpart)
 Called when the PartModule is about to be copied, through Alt+Copy or symmetry More...
 
virtual bool OnWillBeMirrored (ref Quaternion rotation, AttachNode selPartNode, Part partParent)
 This is called in the Editor scene when a symmetry copy of a part is being positioned. Only called on the symmetry parts and only when symmetry mode is set to Mirror. It allows the mirror rotation to be changed and returned before being applied to the symmetry copy part.

Parameters
rotationThe current calculated rotation. Will be updated if method returns true.
selPartNodeThe attachnode.
partParentThe part that will become this part's parent.
Returns
True if the rotation was changed. Otherwise will return false.
More...
 
virtual List< Color > PresetColors ()
 Preset colors received for any part module. By default, returns only black, override to make your own selection. More...
 
virtual string PrintUpgrades ()
 
virtual void PromoteToPhysicalPart ()
 This method will be called from Part class PromoteToPhysicalPart when the part is being converted from physicsless to physical part. More...
 
void RemovePartModuleAdjuster (AdjusterPartModuleBase oldAdjuster)
 Call this to remove an adjuster from this part module. More...
 
void RemovePartModuleAdjusterList (List< AdjusterPartModuleBase > moduleAdjusters)
 Removes the appropriate module adjusters. Performs checks to make sure that the adjusters are valid too. More...
 
void Save (ConfigNode node)
 
virtual void SetStaging (bool newValue)
 Run by the part's staging toggle handler, sets staging on modules on symmetry counterparts. More...
 
void SetStagingState (bool newState)
 Set the staging enabled bool for this module. More...
 
virtual bool StagingEnabled ()
 Gets current staging status (is staging enabled for this module) Override me! More...
 
virtual bool StagingToggleEnabledEditor ()
 
virtual bool StagingToggleEnabledFlight ()
 
void ToggleStaging ()
 
virtual void UpdateStagingToggle ()
 Updates the staging toggle More...
 
delegate void voidPMApplyNodeDelegate (PartModule pm, List< string > appliedUps, ConfigNode node, bool doLoad)
 
delegate void voidPMDelegate (PartModule pm)
 
delegate void voidPMNodeDelegate (PartModule pm, ConfigNode node)
 

Public Attributes

string baseName = "base"
 Name of the parachute base transform. More...
 
float chuteDefaultForwardPitch = 15.0f
 This is how far forward the chute will pitch when the player isn't pressing any keys. We do this so that we get a little forward movement to the parachute when it's at rest. More...
 
float chuteMaxSpeedForYawRate = 50.0f
 Maximum speed for interpolating the yaw rate. We interpolate between the yaw rates for the minimum and maximum speeds. The yaw rate doesn't change above the maximum speed. More...
 
float chuteMinSpeedForYawRate = 10.0f
 Minimum speed for interpolating the yaw rate. We interpolate between the yaw rates for the minimum and maximum speeds. The yaw rate doesn't change under the minimum speed. More...
 
float chutePitchRate = 1.0f
 Rate at which the parachute pitches forward and back. Since the parachute is constantly trying to right itself, it also controls the maximum pitch. More...
 
float chutePitchRateDivisorWhenTurning = 3.0f
 This is how much we divide the pitch rate by when turning. More...
 
float chuteRollRate = 1.0f
 Rate at which the parachute rolls left and right. Since the parachute is constantly trying to right itself, it also controls the maximum roll. More...
 
float chuteRollRateDivisorWhenPitching = 2.0f
 This is how much we divide the roll rate by when pitching. More...
 
float chuteYawRateAtMaxSpeed = 0.1f
 Yaw rate when the kerbal is in parachute mode and travelling over the maximum speed specified. We interpolate between the yaw rates for the minimum and maximum speeds. The yaw rate doesn't change above the maximum speed. More...
 
float chuteYawRateAtMinSpeed = 0.5f
 Yaw rate when the kerbal is travelling under the minimum speed specified. We interpolate between the yaw rates for the minimum and maximum speeds. The yaw rate doesn't change under the minimum speed. More...
 
float chuteYawRateDivisorWhenPitching = 1.5f
 This is how much we divide the roll rate by when pitching. More...
 
float semiDeployedChuteForwardPitch = 25.0f
 This is how far forward the kerbal will pitch when the parachute is in the semi-deployed state. We do this because the parachute will clip through the kerbal's helmet otherwise. More...
 
- Public Attributes inherited from ModuleParachute
Animation Anim
 
float animTime = 0f
 
double areaDeployed
 
double areaSemi
 
float autoCutSpeed = 0.5f
 
int automateSafeDeploy = 0
 
string canopyName = "canopy"
 
string capName = "cap"
 
double chuteEmissivity = 0.2d
 
double chuteMaxTemp = 600d
 
double chuteTemp = 200d
 
double chuteThermalMassPerArea = 0.06d
 
float clampMinAirPressure = 0.01f
 
double convectionArea
 
double convectivekW
 
float deployAltitude = 500f
 
float deploymentCurve = 2.5f
 
deploymentSafeStates deploymentSafeState = deploymentSafeStates.SAFE
 
float deploymentSpeed = 1f
 
deploymentStates deploymentState = deploymentStates.STOWED
 
string deploySafe = ""
 tuning for convection More...
 
double finalTemp
 
string fullyDeployedAnimation = "fullyDeploy"
 
float fullyDeployedDrag = 450
 
bool invertCanopy = true
 
double invThermalMass
 
Quaternion lastRot
 Thermal. More...
 
double machHeatDensityFadeoutMult = 1d
 tuning for cut-warning More...
 
double machHeatMult
 
double machHeatMultBase = 1d
 
double machHeatMultPow = 1.5d
 
double machHeatMultScalar = 1.75d
 
double maxSafeSpeedAtRef
 
float minAirPressureToOpen = 0.01f
 
string persistentState = "STOWED"
 
double refDensity = 1.05d
 
double refSpeedOfSound = 320
 
float rotationSpeedDPS = 90f
 Fastest speed at which the parachute can rotate. Rotation is generally controlled by the drag vector, so a fast speed is generally recommended. More...
 
double safeMult = 0.95d
 
double secondsForRisky = 0.35d
 
string semiDeployedAnimation = "semiDeploy"
 
float semiDeployedDrag = 1
 
float semiDeploymentSpeed = 1f
 
bool shieldedCanDeploy = false
 
double shockTemp
 
float spreadAngle = 7f
 
double startingTemp = 200d
 
float stowedDrag = 0.22f
 
int symmetryCount = 0
 
- Public Attributes inherited from PartModule
bool isEnabled = true
 
bool moduleIsEnabled = true
 
string moduleName
 
bool overrideStagingIconIfBlank = true
 
ModuleResourceHandler resHandler = new ModuleResourceHandler()
 
bool showUpgradesInModuleInfo = false
 
ProtoPartModuleSnapshot snapshot
 
string stagingDisableText = ""
 
bool stagingEnabled = true
 
string stagingEnableText = ""
 
bool stagingToggleEnabledEditor = false
 
bool stagingToggleEnabledFlight = false
 
List< ConfigNodeupgrades
 
List< string > upgradesApplied = new List<string>()
 
bool upgradesApply = true
 
bool upgradesAsk = true
 

Protected Member Functions

override void FixedUpdate ()
 
override void OnParachuteFullyDeployed ()
 
override void OnParachuteSemiDeployed ()
 
override bool PassedAdditionalDeploymentChecks ()
 
- Protected Member Functions inherited from ModuleParachute
string DeploySafe (out deploymentSafeStates state)
 
virtual float GetAnimationNormalizedTime (string animationName)
 
virtual bool IsAnimationPlaying ()
 
virtual void PlayDeployAnimation (string animationName, float deploymentSpeed)
 
void SetConvectiveStats (double density, double extTemp, double mach, double convCoeff)
 
void SetUIEVents ()
 
bool ShouldDeploy ()
 
void UpdateCut ()
 
- Protected Member Functions inherited from PartModule
ConfigNode GetUpgrade (string name)
 
virtual void LoadUpgradesApplied (List< string > applieds, ConfigNode node)
 Load the applied upgrade names More...
 
virtual void OnModuleAdjusterAdded (AdjusterPartModuleBase adjuster)
 Perform processing specific to this part module when an adjuster is added. By default this does nothing is up to each part module to implement it properly. More...
 
virtual void SaveUpgradesApplied (ConfigNode node)
 Save the applied upgrades. More...
 
IEnumerator UpgradeWaitForScenarioModules ()
 

Additional Inherited Members

- Public Types inherited from ModuleParachute
enum  deploymentSafeStates { deploymentSafeStates.SAFE = 0, deploymentSafeStates.RISKY = 1, deploymentSafeStates.UNSAFE = 2, deploymentSafeStates.NONE = 3 }
 
enum  deploymentStates {
  deploymentStates.STOWED, deploymentStates.ACTIVE, deploymentStates.SEMIDEPLOYED, deploymentStates.DEPLOYED,
  deploymentStates.CUT
}
 
- Public Types inherited from PartModule
enum  PartUpgradeState { PartUpgradeState.NONE, PartUpgradeState.LOCKED, PartUpgradeState.AVAILABLE }
 
enum  StartState {
  StartState.None = 0, StartState.Editor = 1, StartState.PreLaunch = 2, StartState.Landed = 4,
  StartState.Docked = 8, StartState.Flying = 16, StartState.Splashed = 32, StartState.SubOrbital = 64,
  StartState.Orbital = 128
}
 
- Static Public Member Functions inherited from PartModule
static ReflectedAttributes GetReflectedAttributes (Type partModuleType)
 
static PartUpgradeState UpgradesAvailable (Part part)
 Returns true if at least one module on the part has at least one upgrade available (isUnlocked) More...
 
static PartUpgradeState UpgradesAvailable (Part part, ConfigNode node)
 Returns true if at least one module on the part has at least one upgrade available (isUnlocked) More...
 
- Static Public Attributes inherited from PartModule
static voidPMApplyNodeDelegate ApplyUpgradeNodeDel
 
static boolPMApplyUpgrades ApplyUpgradesDel
 
static bool ApplyUpgradesEditorAuto = true
 
static boolPMBoolDelegate FindUpgradesDel
 
static voidPMNodeDelegate LoadExpansionNodes
 Hook for loading extra nodes common to all part modules. More...
 
static voidPMNodeDelegate LoadUpgradesDel
 
static voidPMNodeDelegate SaveExpansionNodes
 Hook for saving extra nodes common to all part modules. More...
 
static voidPMDelegate SetupExpansion
 Hook for performing extra setup common to all part modules. More...
 
static string UpgradesAvailableString = "#autoLOC_6002273"
 
static string UpgradesLockedString = "#autoLOC_6002274"
 
- Protected Attributes inherited from ModuleParachute
Transform canopy
 
bool deactivateOnRepack = true
 
bool dontRotateParachute = false
 
- Static Protected Attributes inherited from PartModule
static Dictionary< string,
ConfigNode
exclusives = new Dictionary<string, ConfigNode>()
 
static Dictionary< Type,
ReflectedAttributes
reflectedAttributeCache = new Dictionary<Type, ReflectedAttributes>()
 
- Properties inherited from ModuleParachute
bool IsMultipleCubesActive [get]
 
- Properties inherited from PartModule
BaseActionList Actions [get]
 
int ClassID [get]
 
string ClassName [get]
 
List< AdjusterPartModuleBaseCurrentModuleAdjusterList [get]
 List of all the module adjusters that are currently active on this part module. More...
 
BaseEventList Events [get]
 
BaseFieldList Fields [get]
 
string GUIName [get]
 
bool HasAdjusters [get]
 Has this part module been adjusted? More...
 
ReflectedAttributes ModuleAttributes [get, set]
 
Part part [get, set]
 
uint PersistentActionsId [get, set]
 A unique identifier for each vessel including from when it was Shipconstruct More...
 
uint PersistentId [get]
 A unique identifier for each vessel including from when it was Shipconstruct More...
 
Vessel vessel [get]
 
- Properties inherited from IMultipleDragCube
bool IsMultipleCubesActive [get]
 Used by the DragCubeSystem when it is generating drag cube entries on startup if none are found for this module. Should return true if multiple drag cubes are expected to be generated for the part this module is a part of or false if not. More...
 

Member Function Documentation

void ModuleEvaChute.AllowRepack ( bool  allowRepack)
inline
bool ModuleEvaChute.CanCrewMemberUseParachute ( ProtoCrewMember  crewMember)
inline

Check if a crew member has enough experience to use a parachute. Will also check the crew member is not carrying any inventory. If they are, they cannot use their parachute.

Parameters
crewMemberCrew member to check.
Returns
True if the crew member has enough experience to use a parachute, false if not
bool ModuleEvaChute.CanCrewMemberUseParachute ( )
inline

Checks to see if Kerbal that this chute belongs to is capable of using it

Returns
True if the Kerbal has enough experience to use a parachute, false if not
override void ModuleEvaChute.CutParachute ( )
inlinevirtual

Cut the parachute.

Reimplemented from ModuleParachute.

override void ModuleEvaChute.FixedUpdate ( )
inlineprotectedvirtual

Reimplemented from ModuleParachute.

override bool ModuleEvaChute.IsStageable ( )
inlinevirtual

No staging for the eva chute!

Reimplemented from PartModule.

override void ModuleEvaChute.OnActive ( )
inlinevirtual

No staging for the eva chute!

Reimplemented from PartModule.

override void ModuleEvaChute.OnDestroy ( )
inlinevirtual

Reimplemented from ModuleParachute.

override void ModuleEvaChute.OnParachuteFullyDeployed ( )
inlineprotectedvirtual

Reimplemented from ModuleParachute.

override void ModuleEvaChute.OnParachuteSemiDeployed ( )
inlineprotectedvirtual

Reimplemented from ModuleParachute.

override void ModuleEvaChute.OnStart ( PartModule.StartState  state)
inline
override bool ModuleEvaChute.PassedAdditionalDeploymentChecks ( )
inlineprotectedvirtual

Reimplemented from ModuleParachute.

void ModuleEvaChute.SetCanopy ( Transform  chuteTransform)
inline

Sets the active canopy of this chute. Changes when inventory changes.

Parameters
chuteTransformThe transform of the active chute
void ModuleEvaChute.SetEVAChuteActive ( bool  active)
inline

Will Set the EVA Chute Active or not.

Parameters
active
void ModuleEvaChute.ShowEVAChuteParamsChanged ( )
inline
virtual void ModuleEvaChute.UpdateFullyDeployedParachuteMovement ( Vector3  parachuteInput,
Rigidbody  kerbalRB 
)
inlinevirtual

Update the kerbal during Update when the chute is fully deployed

Parameters
parachuteInputThe controls input vector
kerbalRBThe Kerbals Rigidbody
virtual void ModuleEvaChute.UpdateSemiDeployedParachuteMovement ( Vector3  parachuteInput,
Rigidbody  kerbalRB 
)
inlinevirtual

Update the kerbal during Update when the chute is fully deployed

Parameters
parachuteInputThe controls input vector
kerbalRBThe Kerbals Rigidbody

Member Data Documentation

string ModuleEvaChute.baseName = "base"

Name of the parachute base transform.

float ModuleEvaChute.chuteDefaultForwardPitch = 15.0f

This is how far forward the chute will pitch when the player isn't pressing any keys. We do this so that we get a little forward movement to the parachute when it's at rest.

float ModuleEvaChute.chuteMaxSpeedForYawRate = 50.0f

Maximum speed for interpolating the yaw rate. We interpolate between the yaw rates for the minimum and maximum speeds. The yaw rate doesn't change above the maximum speed.

float ModuleEvaChute.chuteMinSpeedForYawRate = 10.0f

Minimum speed for interpolating the yaw rate. We interpolate between the yaw rates for the minimum and maximum speeds. The yaw rate doesn't change under the minimum speed.

float ModuleEvaChute.chutePitchRate = 1.0f

Rate at which the parachute pitches forward and back. Since the parachute is constantly trying to right itself, it also controls the maximum pitch.

float ModuleEvaChute.chutePitchRateDivisorWhenTurning = 3.0f

This is how much we divide the pitch rate by when turning.

float ModuleEvaChute.chuteRollRate = 1.0f

Rate at which the parachute rolls left and right. Since the parachute is constantly trying to right itself, it also controls the maximum roll.

float ModuleEvaChute.chuteRollRateDivisorWhenPitching = 2.0f

This is how much we divide the roll rate by when pitching.

float ModuleEvaChute.chuteYawRateAtMaxSpeed = 0.1f

Yaw rate when the kerbal is in parachute mode and travelling over the maximum speed specified. We interpolate between the yaw rates for the minimum and maximum speeds. The yaw rate doesn't change above the maximum speed.

float ModuleEvaChute.chuteYawRateAtMinSpeed = 0.5f

Yaw rate when the kerbal is travelling under the minimum speed specified. We interpolate between the yaw rates for the minimum and maximum speeds. The yaw rate doesn't change under the minimum speed.

float ModuleEvaChute.chuteYawRateDivisorWhenPitching = 1.5f

This is how much we divide the roll rate by when pitching.

float ModuleEvaChute.semiDeployedChuteForwardPitch = 25.0f

This is how far forward the kerbal will pitch when the parachute is in the semi-deployed state. We do this because the parachute will clip through the kerbal's helmet otherwise.


The documentation for this class was generated from the following file: