Jump to content

[1.0]Vanguard Technologies | EVA parachutes | still works


Kreuzung

Recommended Posts

Hey, so the spawnEVA method changed to take an airlock argument, which broke the assembly when it tried to call the 2-argument version. I fixed it up and also made a change that fixes up the disappearing crew portraits that I saw.

I've added the patch as a unified diff below.


--- VanguardTechnologies/ModuleCrewCompartment.cs Sat Feb 23 13:41:16 2013
+++ VanguardTechnologies/ModuleCrewCompartment.cs Mon Dec 30 15:55:57 2013
@@ -32,10 +32,13 @@
ScreenMessages.PostScreenMessage("No hatch is activated", 3, ScreenMessageStyle.UPPER_CENTER);
else
{
- ProtoCrewMember m = part.protoModuleCrew[0];
- part.RemoveCrewmember(m);
- h.part.AddCrewmember(m);
- FlightEVA.fetch.spawnEVA(m, h.part);
+ ProtoCrewMember m = part.protoModuleCrew.FirstOrDefault(x => x != null);
+ if (m != null)
+ {
+ part.RemoveCrewmember(m);
+ h.part.AddCrewmember(m);
+ FlightEVA.fetch.spawnEVA(m, h.part, h.part.airlock);
+ }
}
}

--- VanguardTechnologies/ModuleHatch.cs Sat Feb 23 13:06:46 2013
+++ VanguardTechnologies/ModuleHatch.cs Mon Dec 30 15:59:05 2013
@@ -26,10 +26,13 @@
ScreenMessages.PostScreenMessage("No crew compartment with crew found", 3, ScreenMessageStyle.UPPER_CENTER);
else
{
- ProtoCrewMember m = c.part.protoModuleCrew[0];
- c.part.RemoveCrewmember(m);
- part.AddCrewmember(m);
- FlightEVA.fetch.spawnEVA(m, part);
+ ProtoCrewMember m = c.part.protoModuleCrew.FirstOrDefault(x => x != null);
+ if (m != null)
+ {
+ c.part.RemoveCrewmember(m);
+ part.AddCrewmember(m);
+ FlightEVA.fetch.spawnEVA(m, part, part.airlock);
+ }
}
}

@@ -44,6 +47,7 @@
ProtoCrewMember cmember = part.protoModuleCrew[0];
part.RemoveCrewmember(cmember);
c.part.AddCrewmember(cmember);
+ vessel.SpawnCrew();
break;
}
}
--- VanguardTechnologies/ModuleEjectCrew.cs Sat Oct 26 18:16:12 2013
+++ VanguardTechnologies/ModuleEjectCrew.cs Mon Dec 30 15:58:22 2013
@@ -39,7 +39,7 @@
kerbal = p.protoModuleCrew[0];
if (kerbal == null) //Probably not necessary
continue;
- print(FlightEVA.fetch.spawnEVA(kerbal, p));
+ print(FlightEVA.fetch.spawnEVA(kerbal, p, p.airlock));
maxUses--;
print(maxUses);
for (int i = FlightGlobals.Vessels.Count - 1; i >= 0; i--)

Link to comment
Share on other sites

Update...


0.7.2 - .23 Bugfixes (Dec 30 2013)
*Fixed EVA spawn in the ejection and hatch/crew compartment modules (thx to Aatch for this!)
*The colour picker window can now be shown using tweakables
*Improved delete and rename preset buttons in the colour picker window

>I forgot how to land this

Sorry for ignoring you, somehow I didn't see your posts.

>Aatch

Thank you very much, especially for the SpawnCrew() thing.

Edited by Kreuzung
Link to comment
Share on other sites

How do i use the chutes? I can right click the chute box while on EVA, click to grab the chute. Then, when i jump, i hit deploy chute, and nothing happens. Poor Bob died because i acidently hit traking station instead of revert flight. WEll. THe concept is really cool, i just need to know how to use it. I couldn't find any key bindings in the settings. :)

Edit: i think someone said it's space+f, i'll try it. Perfect for Paratroopers :D

Edited by Mr.Rocket
Link to comment
Share on other sites

Any chance of making a patch to make this use the RealChute parachute routines if RealChute is installed?

I think this is not really needed, opening of the chute is fully manual for semi and full deployment and there was never a fatal incident while I have been using EVA chutes.

But maybe you want it for totally different reasons. :)

Link to comment
Share on other sites

How do i use the chutes? I can right click the chute box while on EVA, click to grab the chute. Then, when i jump, i hit deploy chute, and nothing happens. Poor Bob died because i acidently hit traking station instead of revert flight. WEll. THe concept is really cool, i just need to know how to use it. I couldn't find any key bindings in the settings. :)

Edit: i think someone said it's space+f, i'll try it. Perfect for Paratroopers :D

The first thing to make sure of is that you downloaded both the parachute mod and the plugin from the front page. Without the plugin the parachutes won't deploy. If that's not the problem then also try searching your gamedata folder for multiple copies of the plugin. Some other mods include it and if you have more than one copy it can cause issues.
Link to comment
Share on other sites

would it be possible to have a step by step guide on how to install the eva parachutes I cant get it to work I either dont have the right plugins or I am doing it wrong I just want the internal chutes

Download an install:

http://kerbalspaceprogram.com/vanguard-technologies-plugin/

http://kerbalspaceprogram.com/vanguard-technologies-eva-parachutes/

https://www.dropbox.com/s/4ddtr2f3y88t5hk/EVALoading.zip

Link to comment
Share on other sites

Loaded and reloaded the mods(using plug-in and original), and still can't get the chutes to open. Tried space+f no chutes. I don't know how to code so I'm kinda stuck can you help?

If you've downloaded and installed all the right bits, you should have a minimum of :


D:\_Debug_KSP\GameData\VNG
D:\_Debug_KSP\GameData\VNG\parachute
D:\_Debug_KSP\GameData\VNG\FrementGUI
D:\_Debug_KSP\GameData\VNG\FrementGUILib.dll
D:\_Debug_KSP\GameData\VNG\VanguardTechnologies.dll
D:\_Debug_KSP\GameData\VNG\EVAParachutes.dll
D:\_Debug_KSP\GameData\VNG\FrementGUI\close_hover.png
D:\_Debug_KSP\GameData\VNG\FrementGUI\minimize.png
D:\_Debug_KSP\GameData\VNG\FrementGUI\minimize_hover.png
D:\_Debug_KSP\GameData\VNG\FrementGUI\options.png
D:\_Debug_KSP\GameData\VNG\FrementGUI\options_hover.png
D:\_Debug_KSP\GameData\VNG\FrementGUI\close.png
D:\_Debug_KSP\GameData\VNG\parachute\model000.mbm
D:\_Debug_KSP\GameData\VNG\parachute\model001.mbm
D:\_Debug_KSP\GameData\VNG\parachute\model.mu

... and that's all you need for the EVA parachutes to work, but check the KSP directory structure for any other/older versions of the Vanguard DLL file as it may have been bundled with other addons, and a conflict may result in breakage.

Link to comment
Share on other sites

Could someone please update the 'Equip On Exit Plugin?' I can't exactly grab a parachute when jumping from a plane at 1,000m.

On another note, I love this awesome mod, it has saved many kerbal lives. e.g., When I stalled a spaceplane with FAR, and couldn't regain control. Jeb thanks you for his life.

Link to comment
Share on other sites

Hi would it be possible to merge all the downloads into a single download for EVA parachutes "PLEASE" instead of grabbing bits and pieces it can get a bit confusing

For example

EVA Parachutes download here (contains all the bits for it to work)

Ejection Seats download here (contains all the bits for it to work)

It would just make things a little clearer and easier especially for us old folk

Link to comment
Share on other sites

>Espresso

The ejection module kinda contains that functionality ;)

>Virtualgenius

I'll do that with the next update (whenever that is, sorry but I'm lazy as f...).

Thanks, I didn't realize. Sorry for not bothering to check. I need to read descriptions before asking how to do things, and asking people to add something that's already there. Thanks again!

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...