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Kreuzung

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Posts posted by Kreuzung

  1. Well, since we have KIS now, the module wouldn't have to interfere with the parachute at all (unless it somehow breaks KIS), because that could be handled through the inventory system.

    The ejection itself was very crude, I think I just applied a force to the Kerbal's rigidbody. I had done some basic work to direct this force upwards (AKA playing with the vectors until it fits), but depending on the pod, it could really go anywhere (I've never seen it applied downwards though, which was the important part). I think I would now try to handle this via a PartModule applied to the Kerbal, this could also be used for other purposes, like giving the ejection seat a burn time, visual or sound effects, and to work around the issue of the missing context menu (although this could be better handled by a second part module on the parachute itself).

    It's past midnight here so I will go to bed for now.

  2. The thing about Vanguard was a joke since I am responsible for that whole mess in the first place, look at the Username :P Sorry for that, I tend to be careless with my humour.

    I'm still unsure why that fix didn't work, I thought "stowed" would mean "ready to deploy", so I don't quite understand the error. There is at least one thing I can try changing though, so I'll just do that now.

  3. ths mod sucks pls change it to be like vanguard was

    Spoiler

    On a more serious note, I tried to stop FAR from breaking this mod using ModuleManager. I'm unsure if it works because it causes it's own bugs (trying to deploy a parachute results in a message saying "Cannot deploy while stowed!").

    
    @PART[Kerbachute2]:NEEDS[FerramAerospaceResearch]:AFTER[FerramAerospaceResearch]
    {
    	!MODULE[GeometryPartModule]
    	!MODULE[FARAeroPartModule]
    	@MODULE[RealChuteFAR]
    	{
    		@name = ModuleParachute
    	}
    }
    
    @PART[Kerbachute3]:NEEDS[FerramAerospaceResearch]:AFTER[FerramAerospaceResearch]
    {
    	!MODULE[GeometryPartModule]
    	!MODULE[FARAeroPartModule]
    	@MODULE[RealChuteFAR]
    	{
    		@name = ModuleParachute
    	}
    }

    This definitely changes *something*, and results in impact glitches that (can) cause the Kerbal to survive hitting the ground at speeds that would normally kill. Mission accomplished?

     

  4. Nodes are not hardcoded, if you unlock the parts, you should be able to fully use them. Check the log when you try to deploy parachutes, and if you use the Space+F shortcut, try holding it down for a second or so, the game tends to not accept your input anymore if you just briefly press both keys as you'd normally do (this behaviour started to appear in .23 or .23.5).

  5. >Javster

    Lack's Luster Labs (though it's optional for that), ASET deployable light globe, ASET colour-changing lights, and a few other ones I think.

    >theattackcorgi

    First, the "no target" messages are unrelated to this mod and appear in the stock game as well if you left-click fast enough. Did you install both the plugin and the parts? Can you check if GameData\VNG\parachute\model.mu exists?

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