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[1.0]Vanguard Technologies | EVA parachutes | still works

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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

I clarified my comment -- the ejector automatically gives chutes to Kerbals, but not to Kerbals who leave on normal EVA. EVALoading gives chutes to Kerbals who leave for any reason, but as a result, it doubles up the controls on Kerbals who get ejected (and only the second set does anything).

By "same problem", do you mean that Kerbals landing with half-deployed chutes are destroying the solar system, or that the parachute buttons in the right-click menu are doubled on ejected Kerbals when you're using EVALoading?

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Excuse me, but I cannot get the parachutes to work. I only have one VanguardTechnologies.dll :P. The only problem I can possibly see is that I don't have a .dll document related to Fel's Eva Parachutes, or I don't have a picture for the chute. Anybody know any fixes?

P.S I have Lazor, AKsWeapons, & RasterPropMonitor.

I also have the mu document.

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GameData

VNG

FrementGUI

parachute

VNG_Eject

VNG_Parachutebox

FrementGUILib.dll

VanguardTechnologies.dll

EVALoading

EVAParachutes.cs (not really needed)

EVAParachutes.dll

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Since I have to download 2 files for this mod, both files have the same name... So which one do I rename in order to install it? Or do I just copy the VNG file contents into the existing VNG folder?

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Hey guys, looking to use this to reduce my Kerbal suicide rate when some of my test planes fails miserably...

Does it conflict in any way with realchutes? Can I use the EVAchute with the plugin but without the chute box?

Thanks and cheers

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Since I have to download 2 files for this mod, both files have the same name... So which one do I rename in order to install it? Or do I just copy the VNG file contents into the existing VNG folder?

Wow, didn't you read the post directly above yours?

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I did a search to see if this was already known and came up empty, so if it is known the search screwed up :P When using the eject with the stock Mk1 cockpit the Kerbal seems to catch causing a weak bailout result or at times getting stuck rather than a full ejection as with every other cockpit. The stock Mk2 cockpit does not have this problem.

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Sooooo, I find that the ejection option is really useful but the ejection part is really cumbersome and out-of-place. Already scaled down the part to half its size but its still ugly, specially with some other small parts I have to attach on the capsule.

Sooooo, does anyone knows if its possible to add this eject module to regular capsules/cockpits? Maybe a simple cfg file would do the trick, anyone?

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Sooooo, I find that the ejection option is really useful but the ejection part is really cumbersome and out-of-place. Already scaled down the part to half its size but its still ugly, specially with some other small parts I have to attach on the capsule.

Sooooo, does anyone knows if its possible to add this eject module to regular capsules/cockpits? Maybe a simple cfg file would do the trick, anyone?

Give this a shot, Haven't tested it, I just EVA out use eva chute but should work

@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleKrEjectPilot]]
{
MODULE
{
name = ModuleKrEjectPilot
MODULE
{
name = ModuleKrKerbalParachute
//how much drag it has when fully deployed
deployedDrag = 100
//minimum air pressure for deployment
minAirPressureToOpen = 0.01
//x and y scale for when in semi mode... so the actual parachute area in semi mode is semiDeployedFraction^2
semiDeployedFraction = 0.0025
//thought it whould be nice if the chute was higher in semi mode
semiDeployedHeight = 1.25
//time in seconds it takes to deploy, or to go from semi to full mode
deployTime = 0.33
}
}
}

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Give this a shot, Haven't tested it, I just EVA out use eva chute but should work

Well that was fast, thanks I'll try it out tomorrow.

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I've downloaded everything that I need and made sure that I have everything, but I'm still not having a parachute appear when I'm clicking to deploy. Is it because I have the files in the wrong area? I want to know because I think this is a great idea for a mod.

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I am having an issue where I am unable to change scenes after ejecting and deploying chutes on my kerbals. Anyone having this issue or aware of this? I have a decent amount of mods, so support I suspect will be difficult.

Thanks

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I am having an issue where I am unable to change scenes after ejecting and deploying chutes on my kerbals. Anyone having this issue or aware of this? I have a decent amount of mods, so support I suspect will be difficult.

Thanks

My craft had two parachute modules and 2 ejection modules. I reduced these to 1 each and it seemed to resolved itself.

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I had a case of kraken drive when I first tired it out :D

Edited by Spacejuice

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Does anyone know why this wouldn't work in DMP?

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@DuoDex: DMP doesn't insta-sync the protovessel or module states, so that's almost certainly the reason ;). I'd be surprised if it didn't work for your local client though.

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@DuoDex: DMP doesn't insta-sync the protovessel or module states, so that's almost certainly the reason ;). I'd be surprised if it didn't work for your local client though.

It doesn't.

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I think it still works, though I have not tried. I'll try when I get home.

Edited by Spacejuice

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Eject saved my Kerbal as well. :) Can't confirm Shift-F is working properly since I hit the wrong keys :P Context menu works perfectly for deployment though.

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help... whenever I try to use the parachute it does not open. I have the buttons in the context menu but when I click them nothing happens. when I go to a parachute box and try to get a parachute the number in the box remains at 5. I was curious why this was leading to so many deaths of Kerbal Pilots and parachute troops I decided to look in the VNG folder and there was no .cfg file for the parachute itself, it had a .mu and two .mbm files though. please help!

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Any chance you could add this into cKAN when you update the metadata for 0.90? A separate entry for the EVA Loading would be great, too.

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