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[1.0]Vanguard Technologies | EVA parachutes | still works

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PartLoader.getPartInfoByName("kerbalEVA").partPrefab.AddModule(EVA);

Nice line, probably whould've used a bad hack here myself...

Is the OnStart-calling part really necessary? It should be called when the vessel is set up, I only had to add it manually because when adding a part module during flight, it isn't called (or better, wasn't called in .19).

If you'd put that under the CC BY license, I could integrate it in the plugin (of course I'd add a config thing that allows turning it off). I'm not sure if I should keep the parachute boxes then, the only argument for that is "always having a parachute makes it too easy", but then again an ejection module already doesn't have any impact on most vessels' performance and it whould still be required to get everyone out.

What I'd personally like most whould be still having parachute boxes but being able to purchase parachutes for individual Kerbals, but that'd require campaign mode, I guess...

Edit: Linked your plugin in the first post.

Sorry, but WHERE should i put it?

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This cool mod has saved the lives of countless kerbals.

Especially the ejection module when I was trying to build plane in FAR for the first time.

It's also cool to jump from the plane in high altitude!

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Question: Is it Shift+F once to pre-deploy chutes and shift+f again to fully deploy them, or do they auto-deploy below a certain altitude?

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Question: Is it Shift+F once to pre-deploy chutes and shift+f again to fully deploy them, or do they auto-deploy below a certain altitude?

Actually adding on to that, I seem to be suffering a problem where shift F does not deploy the chute at all. Manually right clicking and deploying seems to work just fine, just no hot key. I am utilizing the EVA chute plugin (the one that does not require the chute box)

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Try Space+F, its the one i've always used. (Don't ask me why this key-combo...)

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My understanding is that it's supposed to be your 'Jump' + 'Use' keys. So if you have those mapped to different keys (like I do), those are what you need to use. :)

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My understanding is that it's supposed to be your 'Jump' + 'Use' keys. So if you have those mapped to different keys (like I do), those are what you need to use. :)

Thanks, that solved it

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If this ever gets updated, I kind of wish there were some downside to the 'always on' parachutes. Perhaps make the Kerbal weigh more so he can't run. Would make me feel better about the magically materialising parachutes :)

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If this ever gets updated, I kind of wish there were some downside to the 'always on' parachutes. Perhaps make the Kerbal weigh more so he can't run. Would make me feel better about the magically materialising parachutes :)

I agree. I am thinking of redoing it as a variant of ejector seats, but possibly moving it to an earlier tech. Perhaps have the config add it to all @MODULE[ModuleCommand] once a certain tech is reached, but a very early one like survivability.

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If this ever gets updated, I kind of wish there were some downside to the 'always on' parachutes. Perhaps make the Kerbal weigh more so he can't run. Would make me feel better about the magically materialising parachutes :)

Man they have 500m/s RCS backpacks. Compared to that parachutes are literally nothing to be cocerned about.

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Another Question has popped up: Is there a hard ceiling above which a parachute will not deploy? (i.e if I bail out at 10km going somewhere on the order of 5km/s will I be able to deploy my chutes?)

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There is a hard ceiling, but it's defined by atmo. By my experience it's ~21 kerbin km up.

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Looks like this is still working in 23.5 then, yes?

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Looks like this is still working in 23.5 then, yes?

Near as I can tell yes, barring the issues I described earlier.

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Put the ejection thingy in an action group, by default it's in the abort one, which activates with backspace (unless you remapped the key).

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I'm having an issue where the parachutes will not fully deploy. I eject and hit Shift+f to semi-deploy the chutes, then press Shift+F again to attempt to fully deploy the chutes, but nothing else happens.

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You must be below 100m to fully deploy with Space+F... Yeah, this is kinda idiotic and I didn't notice until now.

But considering that you want to open low because parachuting takes

, it's not that big of an issue.

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You must be below 100m to fully deploy with Space+F... Yeah, this is kinda idiotic and I didn't notice until now.

But considering that you want to open low because parachuting takes

, it's not that big of an issue.

Thanks for that. I just noticed that sometimes it would fully deploy at a higher altitude, and sometimes it wouldn't fully deploy at all.

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Any chance of remapping the EVA parachute deployment keys? I'll get used to the SPACE-F combination, but switching it to the backspace key would be nice consistency with the abort function.

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What is this "Saving Kerbals' lives" you speak of?

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Can't seem to get the standalone EVA parachutes working in 23.5. Exactly which files do I need, and where do I properly place them?

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What do you mean by "standalone"?

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FINALLY a mod that can save my kerbals! (Though they might die of blunt trauma after being struck by debris.) I find that sometimes I need to bail out with Aircraft, SSTOs, and even sometimes landers. I definitely be downloading this.

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