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Kerbals who can wear EVA parachutes should be able to repack spacecraft parachutes as well


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I built a plane that would have to land on the VAB in career mode, so I added a parachute. I decided to repack it after I was done just in case I needed it again. Turns out I can't repack it because Jeb isn't an engineer. I think any kerbal with an EVA parachute should be able to repack spacecraft parachutes as well. Engineers still have other class bonuses and should be able to repack spacecraft chutes by default

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3 hours ago, Fireheart318 said:

I think any kerbal with an EVA parachute should be able to repack spacecraft parachutes as well.

Vessel chutes have specialized mechanisms for deployment, explosive bolts and such (I don't know specifics, but I do know they just don't pull a cord inside to release them).  This would require a engineering training to repack.

1 hour ago, Capt. Hunt said:

You need an engineer to repack personal chutes too.

This I think should be changed.  Story wise, if a Kerbal has to be level 3 to use one, the training involved would assumedly include how to pack one.  If a lvl 1 Kerbal could use one, I could buy not knowing how to pack a chute. 

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8 hours ago, Capt. Hunt said:

You need an engineer to repack personal chutes too.

Ah, I've only used the personal chutes in sandbox mode. That makes even less sense! I think Gargamel's suggestion...

 

7 hours ago, Gargamel said:

This I think should be changed.  Story wise, if a Kerbal has to be level 3 to use one, the training involved would assumedly include how to pack one.  If a lvl 1 Kerbal could use one, I could buy not knowing how to pack a chute. 

2

...makes the most sense here.

As for the original problem, would a basic smaller chute for landing small "personal" crafts work? One that's basically an "oh excrements!" button and doesn't have any specialized mechanisms so anyone can repack them.

Edited by Fireheart318
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  • 4 weeks later...
1 hour ago, Austinator48 said:

I wonder if a mod could be made that allows all kerbals to repack their own chutes, that would be nice

How do you envision it working?

I just slapped together a plugin that should theoretically repack your EVA chute if you are landed or splashed while on EVA if the EVA chute has been deployed ... would this work for you or did you think it should be more complex?

 

Edited by DoctorDavinci
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1 hour ago, Austinator48 said:

@DoctorDavinci I was thinking that might be an easier way, more simple and only happens when the kerbal has a chute anyway, I wouldn't mind trying out that plugin. Right now if I really need a the parachute repacked i just go into persistent and edit the file.

Gimme a couple minutes and I'll post the plugin ... have to follow forum rules so need to set up a development releases thread for it .... I'll post the link to the thread in this thread and ping you when I get it put together

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@Austinator48 - Here's the thread link ... please move discussion on this subject to the following thread as I will be able to track the convo better in a dedicated development thread :)

Links are in the OP ... I literally slapped it together in about 5 minutes (took longer to set up the Github repo and forum thread ;)) so there very likely will need to be some modifications done to it ... Let me know in the thread if it works and then I will make the adjustments I know that need to be made so that the plugin doesn't take much processing power

Currently the code repack the chute if your kerbal is landed or splashed but it will continuously do this which is why I need you to test it out a bit to make sure it works and then I can adjust the code so that it doesn't run unless the kerbal has been airborne before the chute check

 

 

Edited by DoctorDavinci
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I agree. You don't see people with parachutes going down and then making them magically dissapear in real life (I think) and if you can skydive from the edge of space with a permanent grin on your face bathing in the flame of BadS- ery (or Re- entery, whatever) you should know how to pack a parachute. Especially if you can land without stumbling or running to break your fall.

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On 5/14/2018 at 11:28 AM, Wjolcz said:

All these kerbal specializations are really really dumb. There should be one 'Astronaut' class and that's it.

I tend to agree with this.  Although the current system works in that you effectively have 'mission specialists' so it is an advantage to have a variety on your missions.

I would prefer to be able to 'teach' individual kerbals the skills I want before.  Maybe with the 'Pilot' skills easier for those with higher bravery, 'Scientist' skills easier for low stupidity and 'Engineer' skills easier with a more even mix.

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Originally, kerbals were all the same beyond the BadS and courage/stupidity stats, but people asked for them to have more specialization so that you actually have a reason to choose which astronauts you want on each mission.

Edited by Capt. Hunt
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1 hour ago, Capt. Hunt said:

Originally, kerbals were all the same beyond the BadS and courage/stupidity stats, but people asked for them to have more specialization so that you actually have a reason to choose which astronauts you want on each mission.

Take this away, and it removes an element of immersion for me. 

2 hours ago, pandaman said:

I would prefer to be able to 'teach' individual kerbals the skills I want before.  Maybe with the 'Pilot' skills easier for those with higher bravery, 'Scientist' skills easier for low stupidity and 'Engineer' skills easier with a more even mix.

I can get behind this.  Maybe a Kerbal Academy (DLC thoughts coming to mind), where you start off with a naked lvl 0 kerbal, and have to pick skills for them based on XP earned.   You can spend all your XP on one path say piloting, or spread it around, so some Kerbals can do very specific things really well and others can do a few things, but just ok.  Like a Kerbal who can pilot and repair rover wheels, rover specialist. 

 

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1 hour ago, Gargamel said:

Take this away, and it removes an element of immersion for me. 

I can get behind this.  Maybe a Kerbal Academy (DLC thoughts coming to mind), where you start off with a naked lvl 0 kerbal, and have to pick skills for them based on XP earned.   You can spend all your XP on one path say piloting, or spread it around, so some Kerbals can do very specific things really well and others can do a few things, but just ok.  Like a Kerbal who can pilot and repair rover wheels, rover specialist. 

 

IRL astronauts spend months, if not years, training for the tasks they will perform on missions.  So to be able to learn some repairs, how to operate certain experiments and basic pilot skills before their first launch makes sense.

Experience, which can only be gained effectively by getting out there and doing it in the field, should improve their efficiency at doing these tasks.

eg. Pilots docking.  The ability to do it effectively can be taught and practiced on the ground.  But the more they do it on mission the better they get at it.

Not sure on the best way to implement it in stock, and it should definitely be a toggleable option too. 

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  • 2 weeks later...
On 4/14/2018 at 10:41 PM, Gargamel said:

This I think should be changed.  Story wise, if a Kerbal has to be level 3 to use one, the training involved would assumedly include how to pack one.  If a lvl 1 Kerbal could use one, I could buy not knowing how to pack a chute. 

A vessel parachute is very different from a small personal parachute. Kerbals should be able to repack their own parachutes, but it makes sense that it takes an engineer to repack a spacecraft parachute. Also, there needs to be some reason to ever bring an engineer along!

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16 hours ago, thereaverofdarkness2 said:

A vessel parachute is very different from a small personal parachute. Kerbals should be able to repack their own parachutes, but it makes sense that it takes an engineer to repack a spacecraft parachute. Also, there needs to be some reason to ever bring an engineer along!

I agree that an engineer is required to repack the craft chutes.

For a IRL comparison (as is KSP resembles real life :rolleyes: - but annnyway)

rollpack.gif    vs    Mars-InSight-Parachute-Cone-Install-Spacecraft-pia19669-full.jpg

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21 hours ago, thereaverofdarkness2 said:

A vessel parachute is very different from a small personal parachute. Kerbals should be able to repack their own parachutes, but it makes sense that it takes an engineer to repack a spacecraft parachute. Also, there needs to be some reason to ever bring an engineer along!

I never mentioned vessel chutes, as those are supposed to be complicated and specific to the vessel, and as such should require a leveled engineer. 

My point was that a level 1 kerbal should not be able to re-pack a personal chute, but a level 3 or high should.   A beginning sky diving student or tourist doesn't pack their own chute, they just get pushed out of the plane.  A fighter pilot doesn't pack their own chute.  But they can all use a chute.  Somebody who has trained specifically to pack chutes, can pack a chute. 

So since a kerbal has to be level 3 to use a chute, the argument could be made they have taken the time to train in how to pack one too.  

Edited by Gargamel
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13 hours ago, Gargamel said:

 A beginning sky diving student or tourist doesn't pack their own chute, they just get pushed out of the plane. 

Ummm, no .... that is not how recreational skydiving works

You do not get pushed out of the plane and your first few jumps are done tandem (student strapped to an instructor) and only after many hours of classes and other training jumps you are then ready to do your first solo ... and yes, you pack your own chute

 

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