Jump to content

Kreuzung

Members
  • Posts

    1,651
  • Joined

  • Last visited

Reputation

51 Excellent

1 Follower

Profile Information

  • About me
    Capsule Communicator
  • Location
    Shinjuku-ku, Tokyo-to, Japan

Recent Profile Visitors

3,163 profile views
  1. Well, since we have KIS now, the module wouldn't have to interfere with the parachute at all (unless it somehow breaks KIS), because that could be handled through the inventory system. The ejection itself was very crude, I think I just applied a force to the Kerbal's rigidbody. I had done some basic work to direct this force upwards (AKA playing with the vectors until it fits), but depending on the pod, it could really go anywhere (I've never seen it applied downwards though, which was the important part). I think I would now try to handle this via a PartModule applied to the Kerbal, this could also be used for other purposes, like giving the ejection seat a burn time, visual or sound effects, and to work around the issue of the missing context menu (although this could be better handled by a second part module on the parachute itself). It's past midnight here so I will go to bed for now.
  2. Okay, it seems like what I'm trying to do doesn't work at all. Sorry for bothering you. There may still be ways to solve this using a custom part module... I could help with coding an ejection system, if you want.
  3. The thing about Vanguard was a joke since I am responsible for that whole mess in the first place, look at the Username Sorry for that, I tend to be careless with my humour. I'm still unsure why that fix didn't work, I thought "stowed" would mean "ready to deploy", so I don't quite understand the error. There is at least one thing I can try changing though, so I'll just do that now.
  4. ths mod sucks pls change it to be like vanguard was
  5. That is some really old test stuff I somehow never removed. You can just ignore it. I don't even remember what I needed it for
  6. You can go ahead with your own version, I'm unlikely to update this anytime soon.
  7. Please set the mod as compatible w/ 1.0 on KerbalStuff so that CKAN will recognise it as compatible.
  8. This mod is compatible with every KSP version from 0.23 to 1.0 Edit: Updated thread title, removed the (Dec 30) since it referred to December 30 in freaking 2013. How this mod still works is a miracle even to me.
  9. thanks for the good answer to the parachute problem, however that's what I've been doing.

  10. You open the parachute(s) manually, either through the context menu (for the current kerbal only) orby pressing jump and use (for all kerbals in physics range).
  11. What do you mean with "new module design"? It's still working fine for me, in fact it saved Jebediah twice just an hour or two ago.
  12. >Veraster Likely unrelated to this mod. Interestingly, the crash appears in the contract system... Can you run KSP x64 stock? And stock + this but no other mods?
×
×
  • Create New...