ABZB Posted June 29, 2014 Share Posted June 29, 2014 I can't get the parachute to open Yes, I have Model.MU and I do not have another copy of vanguardtechnologies.dll so what am I doing wrong??? though this is only for career mode, in sandbox it works fineare you using treeloader? I started a career with one of the custom trees, and I have ben having the ame issue. It eorks with the default interstellar tree... Maybe there is a needed node that ends up mapped to the far end in some? Link to comment Share on other sites More sharing options...
LayTzz_swe Posted June 29, 2014 Share Posted June 29, 2014 Thank you for the quick answer! yes, I'm using treeloader, but I can unlock the parts, they just dont work. how should I fix it, btw I am using interstellar tree Link to comment Share on other sites More sharing options...
ABZB Posted June 29, 2014 Share Posted June 29, 2014 Thank you for the quick answer! yes, I'm using treeloader, but I can unlock the parts, they just dont work. how should I fix it, btw I am using interstellar treeI have no idea either - I am [hopefully educated] guessing at what the cause is - I only have the EVA parachutes thing installed myself - the gui on an eva'd kerbal has the deploy dialogues, but they don't do anything when I click on them. Maybe make a new test career save, edit that save file for a bunch of science, and complete the tech tree. See if it works then - maybe a node is implicit in the dll or something and is moved to late in the tech tree in interstellar? I had it working - it stopped working when I installed RSS, then never started again, even when I removed it. Link to comment Share on other sites More sharing options...
Kreuzung Posted June 29, 2014 Author Share Posted June 29, 2014 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). Link to comment Share on other sites More sharing options...
LayTzz_swe Posted June 29, 2014 Share Posted June 29, 2014 it says both in the log and the gui that the parachute is deployed but nothing happens Link to comment Share on other sites More sharing options...
ABZB Posted June 29, 2014 Share Posted June 29, 2014 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).I'll try that then - maybe my clicks are not registering then Link to comment Share on other sites More sharing options...
LayTzz_swe Posted July 2, 2014 Share Posted July 2, 2014 But both my log and gui says it's deployed, I am 100% sure that it has registered my click. So what is happening??? Link to comment Share on other sites More sharing options...
Kreuzung Posted July 2, 2014 Author Share Posted July 2, 2014 I have no idea, can you reproduce the bug and then send me your logfile? Link to comment Share on other sites More sharing options...
KerbinDallas Posted July 9, 2014 Share Posted July 9, 2014 Hi just want to say awesome work with this mod, It's really cool. Also just a quick question, is it possible to add the ability to eject without having to add a part? I've had a few problems with the part detaching when using DRE and FAR. Link to comment Share on other sites More sharing options...
Kreuzung Posted July 9, 2014 Author Share Posted July 9, 2014 I'm also using DRE and FAR and the part never detaches for me...Anyway, just write a ModuleManager config that adds the ejection part module (you can get it from the ejection module's part.cfg, just change the max number of ejects to -1 to prevent explosions) to all command pods. Link to comment Share on other sites More sharing options...
KerbinDallas Posted July 9, 2014 Share Posted July 9, 2014 Well it happens when my wings also detach which is when I need it most.. Thanks! Link to comment Share on other sites More sharing options...
KerbMav Posted July 11, 2014 Share Posted July 11, 2014 Hallo Kreuzung,I read you do not like your model - can the MODULE not be added to the cockpits directly via ModuleManager? Link to comment Share on other sites More sharing options...
Olympic1 Posted July 18, 2014 Share Posted July 18, 2014 Are you updating/testing this for 0.24 Link to comment Share on other sites More sharing options...
Gobur Posted July 18, 2014 Share Posted July 18, 2014 I tested, all OK on 64bit win version Link to comment Share on other sites More sharing options...
Darkblade48 Posted July 18, 2014 Share Posted July 18, 2014 I tested, all OK on 64bit win versionHas cost for adding the emergency ejection system (for planes) been implemented? Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 19, 2014 Share Posted July 19, 2014 Not working for me for 64 bit version soon as I add it I get a crash might just need to be re-compiled Link to comment Share on other sites More sharing options...
DuoDex Posted July 20, 2014 Share Posted July 20, 2014 Bugged. The chutes don't deploy for me. Link to comment Share on other sites More sharing options...
Kreuzung Posted July 20, 2014 Author Share Posted July 20, 2014 logfile -.- Link to comment Share on other sites More sharing options...
Meltafire Posted July 21, 2014 Share Posted July 21, 2014 (edited) Yesterday, I tried to make a mod overhaul to KSP x64 for memory testing. A mod worked nominal.Today I find out that mod "ActiveTextureManagement" for reduction textures was some how patched up.And add it to overhaul.And here is problems:https://yadi.sk/d/KQSBozFdX252AOf course it's more like a problem of a raw reduction mod. Edited July 21, 2014 by Meltafire Link to comment Share on other sites More sharing options...
Boomerang Posted July 21, 2014 Share Posted July 21, 2014 Just my two cents: It seems to work fine in .24 on OSX. Haven't tested it rigorously, but the ejection system and personal parachutes both work as they always have every time I've used them so far. Link to comment Share on other sites More sharing options...
Kreuzung Posted July 21, 2014 Author Share Posted July 21, 2014 >MeltafireNot sure what exactly is wrong there, but I don't see any errors related to my mod, so it may indeed be ATM, or just the win x64 being bugged. Link to comment Share on other sites More sharing options...
iueras Posted July 21, 2014 Share Posted July 21, 2014 Works fine for me on Win 64. Just saved Jeb's little green hiney a few minutes ago. Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 21, 2014 Share Posted July 21, 2014 Soon as I add the required files to my x64 install from my 23.5 install it crashes while loading remove it and it works fine, does the dll require compiling for 64 bit is there a chance you could recompile it for 64bit please. Link to comment Share on other sites More sharing options...
Veraster Posted July 23, 2014 Share Posted July 23, 2014 I also can't seem to get it to work on .24 x64. I'm using Windows 7 Ultimate x64 if that makes any difference.Here's my crash log in case it helps.link Link to comment Share on other sites More sharing options...
Kreuzung Posted July 24, 2014 Author Share Posted July 24, 2014 >VerasterLikely unrelated to this mod. Interestingly, the crash appears in the contract system...Can you run KSP x64 stock? And stock + this but no other mods? Link to comment Share on other sites More sharing options...
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