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Removing the idiotic parachutes from the actual kerbals?


tater

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The addition of equipment for kerbals (a la KIS) in the vanilla game is great, but why can't I throw way the %#@%$#@! parachutes?

1. They are idiotic sans atmosphere 100% of the time.

2. They occupy equipment space.

3. I hate them. ;)

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On 4/17/2022 at 10:43 AM, t_v said:

Do you mean in flight? Because before a mission starts, you can just remove the parachutes from kerbals' inventories. I usually put experiments, repair kits, or extra eva fuel there. 

 

On 4/17/2022 at 1:23 AM, zer0Kerbal said:

Will take a look. My goal was to eliminate all of them, everywhere, however ;)

 

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8 hours ago, tater said:

 

Will take a look. My goal was to eliminate all of them, everywhere, however ;)

 

once in flight - much more difficult. There are ways to eliminate them before flight, and only say a good text editor (or KML) can do them all while in flight, still very tedious.

 

I also suggest taking some skydiving lessons. :D you might learn to like them a little more. :D

 

Edited by zer0Kerbal
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57 minutes ago, zer0Kerbal said:

I also suggest taking some skydiving lessons. :D you might learn to like them a little more. :D

I don't make aircraft, and if you have to bail out of a spacecraft—it's a POS spacecraft.

The big issue is that you move them, and they somehow keep popping back up. Somehow on EVA I managed to throw away a part I wanted, but the parachute I can't give away.

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iirc the EVA chutes are just a part; I’m wondering what would happen if you rename the part cfg to Parachute.cfg.bak to keep it from loading. (Or alternately editing the part name in the cfg file to see if that keeps it from being automatically added to Kerbals’ inventories)

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the big problem is the inventories reset which drives me INSANE. You literally have to check it every time you launch, and you can NOT launch from the space center you must launch from the VAB, because if you launch from the space center it resets.

Apparently there's a "Persist Kerbal Inventory" setting in which each individual Kerbal in your roster remembers what they had last time, and has it this time. You could launch a big crew tube with everybody with no parachutes, and then recover them with "Persist Kerbal Inventory" turned on, and maybe it would work. Never tried it.

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I can't remember if changing a part's name with ModuleManager breaks stuff but:

@PART[evaChute]
{
    @name = evaChuteNoAuto
}

Should work and would let you still manually add the chute to a Kerbal's inventory.

 

Edited by somnambulist
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I personally find it a bit poorly thought-out that the game auto-equips parachutes right from the start - but won't actually let you bail out so that you can actually use the parachute until the Astronaut Complex is updated.

I know it's just an oversight arising from the fact that the career facility limitations were implemented literally years before personal parachutes were a thing but still, am I really the only one who noticed this?

Edited by Fraktal
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think this should work without changing any part names.

@PART[kerbalEV*]
{
	@MODULE[ModuleInventoryPart]
	{
		@DEFAULTPARTS
		{
			!name = evaChute
		}
	}
}

Alternatively, if you don't want kerbals to have anything on them by default then this may work

@PART[kerbalEV*]
{
	@MODULE[ModuleInventoryPart]
	{
		!DEFAULTPARTS{}
	}
}

 

Edited by OrdinaryKerman
misspelled "want" as "what"
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5 hours ago, OrdinaryKerman said:

Alternatively, if you don't want kerbals to have anything on them by default then this may work

The entire parachute vs EMU thing is sort of bizarre. We get the default of an EMU (probably before RCS is even available for craft), and a parachute—both on at the same time. Yet if you don't equip the EMU, the kerbal is in a suit with no PLSS system. To the extent the EMU is also the PLSS, it should be impossible to not equip the EMU if you want to do EVA.

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3 hours ago, tater said:

The entire parachute vs EMU thing is sort of bizarre. We get the default of an EMU (probably before RCS is even available for craft), and a parachute—both on at the same time. Yet if you don't equip the EMU, the kerbal is in a suit with no PLSS system. To the extent the EMU is also the PLSS, it should be impossible to not equip the EMU if you want to do EVA.

How it might work better in my opinion:

  • Going EVA when flying low above Kerbin should be Astronaut Complex level 1, not level 2.
    • In other words, the kerbals are basically wearing a regular flight suit that isn't vacuum-rated.
  • Going EVA when flying high above Kerbin or orbiting in space still requires Astronaut Complex level 2.
    • In other words, this is the point where the kerbals get their hands on Gemini/Voskhod vacuum-rated EVA suits.
  • Optionally, going EVA when landed/splashed anywhere other than Kerbin could require Astronaut Complex level 3. If this is actually the case, remove the requirement of a level 2 R&D for collecting surface samples.
    • In other words, this is the point where the kerbals get their hands on Apollo A7L suits.
  • Parachutes stay unlocked right from the beginning, since you can now actually use them right off the bat.
  • EMU is... a different beast. I'd say it could be unlocked at the same node as craft RCS but then you run the risk of losing a kerbal if they let go or slide off of the command module's ladder. It'd be safer if the EMU is unlocked at Astronaut Complex level 2 (since that's the point where you can actually use the EMU), but I don't know whether it's possible to tie a part's availability to facility level rather than a tech node.
Edited by Fraktal
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3 minutes ago, Fraktal said:

EMU is... a different beast. I'd say it could be unlocked at the same node as craft RCS but then you run the risk of losing a kerbal if they let go or slide off of the command module's ladder. It'd be safer if the EMU is unlocked at Astronaut Complex level 2 (since that's the point where you can actually use the EMU), but I don't know whether it's possible to tie a part's availability to facility level rather than a tech node.

Kerbals could be tethered until unlocking the EMU in orbit, free to walk about on surfaces—then ladders need to be starting tech, obviously ;)

 

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	MODULE
	{
		name = ModuleInventoryPart
		InventorySlots = 2
		packedVolumeLimit = 40
		massLimit = 0.065
		DEFAULTPARTS
		{
			name = evaChute
			name = evaJetpack
		}
	}

Looks like eliminating the chute is right there in the cfg.

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On 4/23/2022 at 6:13 AM, OrdinaryKerman said:

think this should work without changing any part names.

Worked. (forgot to post this before)

Thanks.

A few years ago I was better at MM patches, I have forgotten and need to relearn, lol.

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16 minutes ago, DeliriumTrigger said:

Isn't that what this option is for?

dwrVmEn.png

I believe it's

On 4/19/2022 at 1:19 AM, Superfluous J said:

Apparently there's a "Persist Kerbal Inventory" setting in which each individual Kerbal in your roster remembers what they had last time, and has it this time. You could launch a big crew tube with everybody with no parachutes, and then recover them with "Persist Kerbal Inventory" turned on, and maybe it would work. Never tried it.

...but as I said I've never tried it :)

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23 hours ago, DeliriumTrigger said:

Isn't that what this option is for?

No idea. That would make sense.

On 4/23/2022 at 6:13 AM, OrdinaryKerman said:

think this should work without changing any part names.

It actually also removed the EMU.

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On 4/23/2022 at 7:03 PM, tater said:
	MODULE
	{
		name = ModuleInventoryPart
		InventorySlots = 2
		packedVolumeLimit = 40
		massLimit = 0.065
		DEFAULTPARTS
		{
			name = evaChute
			name = evaJetpack
		}
	}

Looks like eliminating the chute is right there in the cfg.

Sorry but can anyone explain in which cfg file i can change it. Like for dummies:confused: 

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7 hours ago, tater said:

That persistent inventory actually works, but you have to remember to throw the chutes away in the vab

This I know but I have more than 100 kerbals and removing all chutes taking a lot of time. If there is a way to change this in cfg file i would prefer this method.

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