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FYI - Parachute change I don't think I've heard people talk about


KerikBalm

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FYI because someone complained about PSAs, but I hope they just don't hate TLAs

If you accidentally activate your parachutes, before they semi deploy you can right click on them and select disarm... at which point the menu option changes to deploy again.

A very useful change if I do say so myself....

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FYI because someone complained about PSAs, but I hope they just don't hate TLAs

If you accidentally activate your parachutes, before they semi deploy you can right click on them and select disarm... at which point the menu option changes to deploy again.

A very useful change if I do say so myself....

Sounds like an excellent hotkey candidate.

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  • 1 month later...

There's even a way to have parachutes hold off going from armed->deployed until conditions are safe. In the MODULE for the parachute, set

automateSafeDeploy = 1

for deploy on risky, or

automateSafeDeploy = 0

for deploy on safe.

The default (if not given in the cfg), as you might guess, is automateSafeDeploy = 2 (i.e. deploy even on unsafe, i.e. deploy as soon as you arm it).

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Oh, that's lovely!  Is AutomateSafeDeploy independent of specific atmospheres; ie can I just set that and not have to worry about Duna vs Laythe vs Eve?

Can I ask for example code?  What I see of MODULEs in parachute part .cfgs has some syntax I don't trust I'll get right.  For instance, would I add this:

MODULE
    {
        automateSafeDeploy = 0
    }

in line with the other MODULE declarations?

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No, I mean you'd add it to the existing

MODULE
{
    name = ModuleParachute
    ...
}

You can do it with an MM patch, i.e. make a new cfg somewhere in gamedata and put this in it, and if you have Module Manager it'll be applied to all parachute parts:

@PART[*]:HAS[@MODULE[ModuleParachute]]:FINAL
{
    @MODULUE[ModuleParachute],*
    {
        %automateSafeDeploy = 0
    }
}

This will indeed work no matter the atmosphere, or rather it will work exactly like the display does already.

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