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[1.0]Vanguard Technologies | EVA parachutes | still works


Kreuzung

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Hello

I can't seem to find the explosive part in my game for the abort sequence. I can't set it manually either. Any suggestions?

Nevermind it's unlocked in Supersonic parts. ;D

Edited by Sekonda
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  • 2 weeks later...

I just downloaded it, and the Ejection is working fine, but the Parachute is not deploying. I'm playing .24.2 and the I have downloaded the plug so every kerbal carries one chute from the start. But I think I might be doing domething wrong during instalation? How exactly am I supposed to instal, both the plugin and the mod? thank you!

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  • 2 weeks later...

Cant the parachutes be tweaked to be more real life-like? the semi deployed parachutes already make the kerbals survive everywhere on kerbin at x1 timewarp, but the real life descent rate is slightly lower, but the fully deployed parachutes are just too slow to be compared to real life. Also, just a nitpick of mine, but its there a chance to make the parachutes round? like, military-paratroopers round?

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I just downloaded it, and the Ejection is working fine, but the Parachute is not deploying. I'm playing .24.2 and the I have downloaded the plug so every kerbal carries one chute from the start. But I think I might be doing domething wrong during instalation? How exactly am I supposed to instal, both the plugin and the mod? thank you!

are you clicking the Open chute button ? Works for me Ksp 64 bit.. Also, the plug that gives all kerbals a chute still requires the mod and plug. Read first post.

If you still don't get it, Download and install in this order. 1# The plug 2# the mod 3#the plug that gives all kerbals a chute .

Edited by Sutima
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The packed mods are in a very screwy file structure and this desperately needs a readme / install instructions because its infuriating!

If I simply unpack all 3 into my game data folder the parts and the options to deploy chutes all are present but the parachutes do not deploy! I have tried using the eject part, clibing out and grabbing a parachute from the box AND the mod which gives kerbals a parachute by default and in not one single case did it actually deploy a chute.

What I suspect is wrong is that the unpacked folders themselves contain "game data" folders but their file structure has parts outside of the game data folder and no explanation of how these should be installed (and why on earth would you package it in redundant and confusingly uneccessary folders if they need to be removed from them). The method I employed put the mods in the game but it is quite clearly broken and I have tried un-installing then re-installing the mods with no luck.

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  • 4 weeks later...

I just installed the plugin (and all the other stuff related to it).

My KSP GameData VNG directory structure looks like this:

 Datenträger in Laufwerk J: ist SSD1
Volumeseriennummer: 587B-28F1

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG

14.09.2014 14:20 <DIR> .
14.09.2014 14:20 <DIR> ..
14.09.2014 12:13 4.096 EVAParachutes.dll
14.09.2014 13:50 <DIR> FrementGUI
14.09.2014 12:13 10.240 FrementGUILib.dll
14.09.2014 13:50 <DIR> parachute
14.09.2014 12:13 44.032 VanguardTechnologies.dll
14.09.2014 13:50 <DIR> VNG_Eject
14.09.2014 13:50 <DIR> VNG_Parachutebox
3 Datei(en), 58.368 Bytes

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\FrementGUI

14.09.2014 13:50 <DIR> .
14.09.2014 13:50 <DIR> ..
14.09.2014 12:13 2.962 close.png
14.09.2014 12:13 3.000 close_hover.png
14.09.2014 12:13 2.856 minimize.png
14.09.2014 12:13 2.859 minimize_hover.png
14.09.2014 12:13 3.179 options.png
14.09.2014 12:13 3.194 options_hover.png
6 Datei(en), 18.050 Bytes

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\parachute

14.09.2014 13:50 <DIR> .
14.09.2014 13:50 <DIR> ..
14.09.2014 12:13 321.839 model.mu
14.09.2014 12:13 4.194.324 model000.mbm
14.09.2014 12:13 1.048.596 model001.mbm
3 Datei(en), 5.564.759 Bytes

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Eject

14.09.2014 13:50 <DIR> .
14.09.2014 13:50 <DIR> ..
14.09.2014 12:13 11.562 EjectionModule.dae
14.09.2014 12:13 23.655 EjectionModule.png
14.09.2014 12:13 1.842 part.cfg
14.09.2014 13:50 <DIR> textures
3 Datei(en), 37.059 Bytes

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Eject\textures

14.09.2014 13:50 <DIR> .
14.09.2014 13:50 <DIR> ..
14.09.2014 12:13 23.655 ejectionmodule.png
1 Datei(en), 23.655 Bytes

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Parachutebox

14.09.2014 13:50 <DIR> .
14.09.2014 13:50 <DIR> ..
14.09.2014 12:13 13.192 parachutebox.dae
14.09.2014 12:13 1.952 part.cfg
14.09.2014 13:50 <DIR> textures
2 Datei(en), 15.144 Bytes

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Parachutebox\textures

14.09.2014 13:50 <DIR> .
14.09.2014 13:50 <DIR> ..
14.09.2014 12:13 17.615 parachutebox.png
1 Datei(en), 17.615 Bytes

Anzahl der angezeigten Dateien:
20 Datei(en), 5.734.650 Bytes
20 Verzeichnis(se), 31.104.786.432 Bytes frei

Everything works so far. I can EVA midflight and save my Kerbals with a chute. BUT ... Abort function is not working. Neither the "Abort" button next to the Altimeter nor hammering the "Backspace" key has any effect.

Log file doesn't say anything (no error message, nothing related to "Abort").

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  • 3 weeks later...
I just installed the plugin (and all the other stuff related to it).

My KSP GameData VNG directory structure looks like this:

 Datenträger in Laufwerk J: ist SSD1
Volumeseriennummer: 587B-28F1

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG

14.09.2014 14:20 <DIR> .
14.09.2014 14:20 <DIR> ..
14.09.2014 12:13 4.096 EVAParachutes.dll
14.09.2014 13:50 <DIR> FrementGUI
14.09.2014 12:13 10.240 FrementGUILib.dll
14.09.2014 13:50 <DIR> parachute
14.09.2014 12:13 44.032 VanguardTechnologies.dll
14.09.2014 13:50 <DIR> VNG_Eject
14.09.2014 13:50 <DIR> VNG_Parachutebox
3 Datei(en), 58.368 Bytes

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\FrementGUI

14.09.2014 13:50 <DIR> .
14.09.2014 13:50 <DIR> ..
14.09.2014 12:13 2.962 close.png
14.09.2014 12:13 3.000 close_hover.png
14.09.2014 12:13 2.856 minimize.png
14.09.2014 12:13 2.859 minimize_hover.png
14.09.2014 12:13 3.179 options.png
14.09.2014 12:13 3.194 options_hover.png
6 Datei(en), 18.050 Bytes

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\parachute

14.09.2014 13:50 <DIR> .
14.09.2014 13:50 <DIR> ..
14.09.2014 12:13 321.839 model.mu
14.09.2014 12:13 4.194.324 model000.mbm
14.09.2014 12:13 1.048.596 model001.mbm
3 Datei(en), 5.564.759 Bytes

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Eject

14.09.2014 13:50 <DIR> .
14.09.2014 13:50 <DIR> ..
14.09.2014 12:13 11.562 EjectionModule.dae
14.09.2014 12:13 23.655 EjectionModule.png
14.09.2014 12:13 1.842 part.cfg
14.09.2014 13:50 <DIR> textures
3 Datei(en), 37.059 Bytes

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Eject\textures

14.09.2014 13:50 <DIR> .
14.09.2014 13:50 <DIR> ..
14.09.2014 12:13 23.655 ejectionmodule.png
1 Datei(en), 23.655 Bytes

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Parachutebox

14.09.2014 13:50 <DIR> .
14.09.2014 13:50 <DIR> ..
14.09.2014 12:13 13.192 parachutebox.dae
14.09.2014 12:13 1.952 part.cfg
14.09.2014 13:50 <DIR> textures
2 Datei(en), 15.144 Bytes

Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Parachutebox\textures

14.09.2014 13:50 <DIR> .
14.09.2014 13:50 <DIR> ..
14.09.2014 12:13 17.615 parachutebox.png
1 Datei(en), 17.615 Bytes

Anzahl der angezeigten Dateien:
20 Datei(en), 5.734.650 Bytes
20 Verzeichnis(se), 31.104.786.432 Bytes frei

Everything works so far. I can EVA midflight and save my Kerbals with a chute. BUT ... Abort function is not working. Neither the "Abort" button next to the Altimeter nor hammering the "Backspace" key has any effect.

Log file doesn't say anything (no error message, nothing related to "Abort").

Thank you so very much for posting your install files, and where they are. I had all but labelled this MOD as broken. However my ABORT function works just fine and ejects the kerbals out in good force! good luck and thanks for "basically" posting an install how too. thanks again!

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The packed mods are in a very screwy file structure and this desperately needs a readme / install instructions because its infuriating!

If I simply unpack all 3 into my game data folder the parts and the options to deploy chutes all are present but the parachutes do not deploy! I have tried using the eject part, clibing out and grabbing a parachute from the box AND the mod which gives kerbals a parachute by default and in not one single case did it actually deploy a chute.

What I suspect is wrong is that the unpacked folders themselves contain "game data" folders but their file structure has parts outside of the game data folder and no explanation of how these should be installed (and why on earth would you package it in redundant and confusingly uneccessary folders if they need to be removed from them). The method I employed put the mods in the game but it is quite clearly broken and I have tried un-installing then re-installing the mods with no luck.

Same here. I've been in this thread for 10 minutes and can't figure out where to install this stuff. I've tried like 3 different install configurations now and none of them work.

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I'm just going to throw out how my folders are organized. I've had them this way for several versions and everything seems to work fine.

Two folders related to this mod to get both the personal parachutes and the ejection system part.

#1: KSP/GameData/EVALoading

Contains: EVAParachutes.cs; EVAParachutes.dll

#2: KSP/GameData/VNG

Contains: FrementGUILib.dll; VanguardTechnologies.dll; And three folders: VNG_Eject; parachute; and FrementGUI

All of which was downloaded via this thread.

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Testing this in 0.25 Windows x86 with FAR and RealChutes, among other mods. Ejection worked, but I ended up with doubled chute commands and statuses in the right-click menu (but only the second of each pair seemed to matter -- I could click the first "fully deploy" button and I would see a fully deployed chute, but there would also be a half-deployed model and the descent rate would not change). I also found that if a Kerbal hit the ground and his chute was only semi-deployed, there was a chance he'll clip into the ground (I think -- maybe the launchpad only) and cause everything to vanish, turning the main screen black (except the gauges and such -- which show blank altitude, extremely high speed, and wild attitude oscillation), even when returning to the space center, and even when reverting or reloading the save. This happened a couple of times, but the last time, I closed and reloaded KSP entirely without rolling back the save file first, and I found him and the pieces of his rocket (a Kerbal X, "exploded" using Kronal Vessel Viewer, and still anchored to the ground when the ejection happened -- I thought I was testing the Hullcam VDS cameras and aborted instead) escaping from the solar system.

I suspected that maybe EVALoading might be causing the parachute controls to be doubled (e.g. if the abort/ejection part was already automatically adding chutes), and maybe other instability as well, so I removed it. Without it, Kerbals who were ejected via the 'abort' sequence* only had a single set of parachute controls, which functioned exactly as I expected. I was not able to replicate the solar-system-breaking bug after removing EVALoading; that is, Kerbals under semi-deployed chutes went splat or bounced or ragdolled on the ground -- sometimes permanently so, though I've seen that particular bug in other places without Vanguard. While the double-chute issue returned when I put EVALoading back in (so I won't be using it again going forward), the solar-system-breaking bug did not, so maybe it's not this mod that matters, but the act of colliding with the ground itself that is still a little wonky. Funnily enough, I only discovered any of this in the first place because I was hunting for which of the mods I've recently installed is causing other crashes...this ground collision thing must be some kind of Heisenbug that only appears when I'm not trying to track it down.

* I found during further testing (prompted by systemhendrix's comment below) that Kerbals who exited the vessel for EVA in the usual way did not get parachutes automatically when EVALoading was not installed. EVALoading did successfully give them a (single) parachute under these circumstances.

tl;dr Using EVALoading is not necessary to give chutes to ejecting Kerbals (and may cause confusion for those manually deploying chutes of ejected Kerbals with the right-click menu) -- maybe Fel can add some kind of check so that it won't give a parachute to a Kerbal who already has one, or only if they weren't ejected by the 'abort' key -- and Kerbal impacts are probably more dangerous to the solar system than any wimpy asteroid ever was.

Edited by Kerbas_ad_astra
Clarified how I tested EVALoading and what I found. (Then tweaked a little big for more clarity.)
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i would really like this mod if it had clearer instructions or just worked.

i've tried various ways of installing and trying this but none seem to work. even the box for the chutes UI doesn't show up on EVA...

so idk. i'm sorry your mod was cool for the one time it worked back in 0.23 but now i'm uninstalling it for good :(

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Antimatter its a great mod and does work well but yeah the install does need to be refined a little so its just a drag and drop from a zip folder into gamedata, he was going to do this sometime ago and I did ask but he may have forgotten or got to busy

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Testing this in 0.25 Windows x86 with FAR and RealChutes, among other mods. Ejection worked, but I ended up with doubled chute commands and statuses in the right-click menu (but only the second of each pair seemed to matter -- I could click the first "fully deploy" button and I would see a fully deployed chute, but there would also be a half-deployed model and the descent rate would not change). I also found that if a Kerbal hit the ground and his chute was only semi-deployed, there was a chance he'll clip into the ground (I think -- maybe the launchpad only) and cause everything to vanish, turning the main screen black (except the gauges and such -- which show blank altitude, extremely high speed, and wild attitude oscillation), even when returning to the space center, and even when reverting or reloading the save. This happened a couple of times, but the last time, I closed and reloaded KSP entirely without rolling back the save file first, and I found him and the pieces of his rocket (a Kerbal X, "exploded" using Kronal Vessel Viewer, and still anchored to the ground when the ejection happened -- I thought I was testing the Hullcam VDS cameras and aborted instead) escaping from the solar system.

For what ever reason, I was not able to replicate these bugs after removing EVALoading, which I had suspected caused the chute controls to be doubled and maybe other general instability -- i.e. Kerbals under semi-deployed chutes went splat or bounced or ragdolled on the ground -- sometimes permanently so, though I've seen that particular bug in other places. While the double-chute issue returned when I put EVALoading back in (so I won't be using it again going forward), the solar-system-breaking bug did not, so maybe it's not this mod that matters, but the act of colliding with the ground itself that is still a little wonky. Funnily enough, I only discovered any of this in the first place because I was hunting for which of the mods I've recently installed is causing other crashes...this ground collision thing must be some kind of Heisenbug that only appears when I'm not trying to track it down.

tl;dr Using EVALoading may not be necessary any more, and Kerbal impacts are probably more dangerous to the solar system than any wimpy asteroid ever was.

I'm getting the same problem. What do you mean by EVALoading may not be necessary any more? Do Kerbals still get auto equipped with chutes?

Edit: Just tested it. Works without it. Now, if we can get rid of the need to fully deploy below 100m

Edited by systemhendrix
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I use this mod all the time and i have no issue EXCEPT i can not mass chute open. I do not use the parachute box, and use the evaloading script to have my kerbals come with chutes automatically. This is with the latest version of MM, and KSP 0.25

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