Sekonda Posted July 25, 2014 Share Posted July 25, 2014 (edited) HelloI can't seem to find the explosive part in my game for the abort sequence. I can't set it manually either. Any suggestions?Nevermind it's unlocked in Supersonic parts. ;D Edited July 25, 2014 by Sekonda Link to comment Share on other sites More sharing options...
Dr. Death Posted August 2, 2014 Share Posted August 2, 2014 is there an official .24.2 version on the way? Link to comment Share on other sites More sharing options...
Olympic1 Posted August 3, 2014 Share Posted August 3, 2014 is there an official .24.2 version on the way?I hope so Link to comment Share on other sites More sharing options...
Kreuzung Posted August 4, 2014 Author Share Posted August 4, 2014 It's .24.2 compatible. Link to comment Share on other sites More sharing options...
Honest_Koala Posted August 9, 2014 Share Posted August 9, 2014 I just downloaded it, and the Ejection is working fine, but the Parachute is not deploying. I'm playing .24.2 and the I have downloaded the plug so every kerbal carries one chute from the start. But I think I might be doing domething wrong during instalation? How exactly am I supposed to instal, both the plugin and the mod? thank you! Link to comment Share on other sites More sharing options...
Dr. Death Posted August 19, 2014 Share Posted August 19, 2014 Cant the parachutes be tweaked to be more real life-like? the semi deployed parachutes already make the kerbals survive everywhere on kerbin at x1 timewarp, but the real life descent rate is slightly lower, but the fully deployed parachutes are just too slow to be compared to real life. Also, just a nitpick of mine, but its there a chance to make the parachutes round? like, military-paratroopers round? Link to comment Share on other sites More sharing options...
Sutima Posted August 19, 2014 Share Posted August 19, 2014 (edited) I just downloaded it, and the Ejection is working fine, but the Parachute is not deploying. I'm playing .24.2 and the I have downloaded the plug so every kerbal carries one chute from the start. But I think I might be doing domething wrong during instalation? How exactly am I supposed to instal, both the plugin and the mod? thank you!are you clicking the Open chute button ? Works for me Ksp 64 bit.. Also, the plug that gives all kerbals a chute still requires the mod and plug. Read first post. If you still don't get it, Download and install in this order. 1# The plug 2# the mod 3#the plug that gives all kerbals a chute . Edited August 19, 2014 by Sutima Link to comment Share on other sites More sharing options...
PeterCFB Posted August 19, 2014 Share Posted August 19, 2014 The packed mods are in a very screwy file structure and this desperately needs a readme / install instructions because its infuriating!If I simply unpack all 3 into my game data folder the parts and the options to deploy chutes all are present but the parachutes do not deploy! I have tried using the eject part, clibing out and grabbing a parachute from the box AND the mod which gives kerbals a parachute by default and in not one single case did it actually deploy a chute.What I suspect is wrong is that the unpacked folders themselves contain "game data" folders but their file structure has parts outside of the game data folder and no explanation of how these should be installed (and why on earth would you package it in redundant and confusingly uneccessary folders if they need to be removed from them). The method I employed put the mods in the game but it is quite clearly broken and I have tried un-installing then re-installing the mods with no luck. Link to comment Share on other sites More sharing options...
nuclearping Posted September 14, 2014 Share Posted September 14, 2014 I just installed the plugin (and all the other stuff related to it).My KSP GameData VNG directory structure looks like this: Datenträger in Laufwerk J: ist SSD1 Volumeseriennummer: 587B-28F1 Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG14.09.2014 14:20 <DIR> .14.09.2014 14:20 <DIR> ..14.09.2014 12:13 4.096 EVAParachutes.dll14.09.2014 13:50 <DIR> FrementGUI14.09.2014 12:13 10.240 FrementGUILib.dll14.09.2014 13:50 <DIR> parachute14.09.2014 12:13 44.032 VanguardTechnologies.dll14.09.2014 13:50 <DIR> VNG_Eject14.09.2014 13:50 <DIR> VNG_Parachutebox 3 Datei(en), 58.368 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\FrementGUI14.09.2014 13:50 <DIR> .14.09.2014 13:50 <DIR> ..14.09.2014 12:13 2.962 close.png14.09.2014 12:13 3.000 close_hover.png14.09.2014 12:13 2.856 minimize.png14.09.2014 12:13 2.859 minimize_hover.png14.09.2014 12:13 3.179 options.png14.09.2014 12:13 3.194 options_hover.png 6 Datei(en), 18.050 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\parachute14.09.2014 13:50 <DIR> .14.09.2014 13:50 <DIR> ..14.09.2014 12:13 321.839 model.mu14.09.2014 12:13 4.194.324 model000.mbm14.09.2014 12:13 1.048.596 model001.mbm 3 Datei(en), 5.564.759 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Eject14.09.2014 13:50 <DIR> .14.09.2014 13:50 <DIR> ..14.09.2014 12:13 11.562 EjectionModule.dae14.09.2014 12:13 23.655 EjectionModule.png14.09.2014 12:13 1.842 part.cfg14.09.2014 13:50 <DIR> textures 3 Datei(en), 37.059 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Eject\textures14.09.2014 13:50 <DIR> .14.09.2014 13:50 <DIR> ..14.09.2014 12:13 23.655 ejectionmodule.png 1 Datei(en), 23.655 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Parachutebox14.09.2014 13:50 <DIR> .14.09.2014 13:50 <DIR> ..14.09.2014 12:13 13.192 parachutebox.dae14.09.2014 12:13 1.952 part.cfg14.09.2014 13:50 <DIR> textures 2 Datei(en), 15.144 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Parachutebox\textures14.09.2014 13:50 <DIR> .14.09.2014 13:50 <DIR> ..14.09.2014 12:13 17.615 parachutebox.png 1 Datei(en), 17.615 Bytes Anzahl der angezeigten Dateien: 20 Datei(en), 5.734.650 Bytes 20 Verzeichnis(se), 31.104.786.432 Bytes freiEverything works so far. I can EVA midflight and save my Kerbals with a chute. BUT ... Abort function is not working. Neither the "Abort" button next to the Altimeter nor hammering the "Backspace" key has any effect.Log file doesn't say anything (no error message, nothing related to "Abort"). Link to comment Share on other sites More sharing options...
philbo Posted October 2, 2014 Share Posted October 2, 2014 I just installed the plugin (and all the other stuff related to it).My KSP GameData VNG directory structure looks like this: Datenträger in Laufwerk J: ist SSD1 Volumeseriennummer: 587B-28F1 Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG14.09.2014 14:20 <DIR> .14.09.2014 14:20 <DIR> ..14.09.2014 12:13 4.096 EVAParachutes.dll14.09.2014 13:50 <DIR> FrementGUI14.09.2014 12:13 10.240 FrementGUILib.dll14.09.2014 13:50 <DIR> parachute14.09.2014 12:13 44.032 VanguardTechnologies.dll14.09.2014 13:50 <DIR> VNG_Eject14.09.2014 13:50 <DIR> VNG_Parachutebox 3 Datei(en), 58.368 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\FrementGUI14.09.2014 13:50 <DIR> .14.09.2014 13:50 <DIR> ..14.09.2014 12:13 2.962 close.png14.09.2014 12:13 3.000 close_hover.png14.09.2014 12:13 2.856 minimize.png14.09.2014 12:13 2.859 minimize_hover.png14.09.2014 12:13 3.179 options.png14.09.2014 12:13 3.194 options_hover.png 6 Datei(en), 18.050 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\parachute14.09.2014 13:50 <DIR> .14.09.2014 13:50 <DIR> ..14.09.2014 12:13 321.839 model.mu14.09.2014 12:13 4.194.324 model000.mbm14.09.2014 12:13 1.048.596 model001.mbm 3 Datei(en), 5.564.759 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Eject14.09.2014 13:50 <DIR> .14.09.2014 13:50 <DIR> ..14.09.2014 12:13 11.562 EjectionModule.dae14.09.2014 12:13 23.655 EjectionModule.png14.09.2014 12:13 1.842 part.cfg14.09.2014 13:50 <DIR> textures 3 Datei(en), 37.059 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Eject\textures14.09.2014 13:50 <DIR> .14.09.2014 13:50 <DIR> ..14.09.2014 12:13 23.655 ejectionmodule.png 1 Datei(en), 23.655 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Parachutebox14.09.2014 13:50 <DIR> .14.09.2014 13:50 <DIR> ..14.09.2014 12:13 13.192 parachutebox.dae14.09.2014 12:13 1.952 part.cfg14.09.2014 13:50 <DIR> textures 2 Datei(en), 15.144 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Parachutebox\textures14.09.2014 13:50 <DIR> .14.09.2014 13:50 <DIR> ..14.09.2014 12:13 17.615 parachutebox.png 1 Datei(en), 17.615 Bytes Anzahl der angezeigten Dateien: 20 Datei(en), 5.734.650 Bytes 20 Verzeichnis(se), 31.104.786.432 Bytes freiEverything works so far. I can EVA midflight and save my Kerbals with a chute. BUT ... Abort function is not working. Neither the "Abort" button next to the Altimeter nor hammering the "Backspace" key has any effect.Log file doesn't say anything (no error message, nothing related to "Abort").Thank you so very much for posting your install files, and where they are. I had all but labelled this MOD as broken. However my ABORT function works just fine and ejects the kerbals out in good force! good luck and thanks for "basically" posting an install how too. thanks again! Link to comment Share on other sites More sharing options...
LethalDose Posted October 8, 2014 Share Posted October 8, 2014 Curious when/if we'll see a 0.25 update for this mod, or if the same code for 0.24.2 is forward compatible. Thanks! Link to comment Share on other sites More sharing options...
KerbMav Posted October 8, 2014 Share Posted October 8, 2014 Working for me, atleast the EVA-chute part, I do not use the ejection etc. Link to comment Share on other sites More sharing options...
Boomerang Posted October 8, 2014 Share Posted October 8, 2014 Chutes and ejection system both seem to work fine in .25 Link to comment Share on other sites More sharing options...
Teto Posted October 11, 2014 Share Posted October 11, 2014 if this is asked sorry. does it work in career mode Link to comment Share on other sites More sharing options...
19chickens Posted October 11, 2014 Share Posted October 11, 2014 Yep!I can't wait for the KDSTs. Link to comment Share on other sites More sharing options...
SashaPrykhodko Posted October 12, 2014 Share Posted October 12, 2014 Where exactly is the GameData\VNG\parachute\model.mu. and where can I download it ??? Link to comment Share on other sites More sharing options...
Niemand303 Posted October 12, 2014 Share Posted October 12, 2014 Yay, it's alive! Link to comment Share on other sites More sharing options...
nanowinner Posted October 15, 2014 Share Posted October 15, 2014 This mod, I love it! Link to comment Share on other sites More sharing options...
DoctorSpaceman Posted October 16, 2014 Share Posted October 16, 2014 The packed mods are in a very screwy file structure and this desperately needs a readme / install instructions because its infuriating!If I simply unpack all 3 into my game data folder the parts and the options to deploy chutes all are present but the parachutes do not deploy! I have tried using the eject part, clibing out and grabbing a parachute from the box AND the mod which gives kerbals a parachute by default and in not one single case did it actually deploy a chute.What I suspect is wrong is that the unpacked folders themselves contain "game data" folders but their file structure has parts outside of the game data folder and no explanation of how these should be installed (and why on earth would you package it in redundant and confusingly uneccessary folders if they need to be removed from them). The method I employed put the mods in the game but it is quite clearly broken and I have tried un-installing then re-installing the mods with no luck.Same here. I've been in this thread for 10 minutes and can't figure out where to install this stuff. I've tried like 3 different install configurations now and none of them work. Link to comment Share on other sites More sharing options...
Boomerang Posted October 16, 2014 Share Posted October 16, 2014 I'm just going to throw out how my folders are organized. I've had them this way for several versions and everything seems to work fine. Two folders related to this mod to get both the personal parachutes and the ejection system part.#1: KSP/GameData/EVALoadingContains: EVAParachutes.cs; EVAParachutes.dll#2: KSP/GameData/VNGContains: FrementGUILib.dll; VanguardTechnologies.dll; And three folders: VNG_Eject; parachute; and FrementGUIAll of which was downloaded via this thread. Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted October 20, 2014 Share Posted October 20, 2014 (edited) Testing this in 0.25 Windows x86 with FAR and RealChutes, among other mods. Ejection worked, but I ended up with doubled chute commands and statuses in the right-click menu (but only the second of each pair seemed to matter -- I could click the first "fully deploy" button and I would see a fully deployed chute, but there would also be a half-deployed model and the descent rate would not change). I also found that if a Kerbal hit the ground and his chute was only semi-deployed, there was a chance he'll clip into the ground (I think -- maybe the launchpad only) and cause everything to vanish, turning the main screen black (except the gauges and such -- which show blank altitude, extremely high speed, and wild attitude oscillation), even when returning to the space center, and even when reverting or reloading the save. This happened a couple of times, but the last time, I closed and reloaded KSP entirely without rolling back the save file first, and I found him and the pieces of his rocket (a Kerbal X, "exploded" using Kronal Vessel Viewer, and still anchored to the ground when the ejection happened -- I thought I was testing the Hullcam VDS cameras and aborted instead) escaping from the solar system.I suspected that maybe EVALoading might be causing the parachute controls to be doubled (e.g. if the abort/ejection part was already automatically adding chutes), and maybe other instability as well, so I removed it. Without it, Kerbals who were ejected via the 'abort' sequence* only had a single set of parachute controls, which functioned exactly as I expected. I was not able to replicate the solar-system-breaking bug after removing EVALoading; that is, Kerbals under semi-deployed chutes went splat or bounced or ragdolled on the ground -- sometimes permanently so, though I've seen that particular bug in other places without Vanguard. While the double-chute issue returned when I put EVALoading back in (so I won't be using it again going forward), the solar-system-breaking bug did not, so maybe it's not this mod that matters, but the act of colliding with the ground itself that is still a little wonky. Funnily enough, I only discovered any of this in the first place because I was hunting for which of the mods I've recently installed is causing other crashes...this ground collision thing must be some kind of Heisenbug that only appears when I'm not trying to track it down.* I found during further testing (prompted by systemhendrix's comment below) that Kerbals who exited the vessel for EVA in the usual way did not get parachutes automatically when EVALoading was not installed. EVALoading did successfully give them a (single) parachute under these circumstances.tl;dr Using EVALoading is not necessary to give chutes to ejecting Kerbals (and may cause confusion for those manually deploying chutes of ejected Kerbals with the right-click menu) -- maybe Fel can add some kind of check so that it won't give a parachute to a Kerbal who already has one, or only if they weren't ejected by the 'abort' key -- and Kerbal impacts are probably more dangerous to the solar system than any wimpy asteroid ever was. Edited October 23, 2014 by Kerbas_ad_astra Clarified how I tested EVALoading and what I found. (Then tweaked a little big for more clarity.) Link to comment Share on other sites More sharing options...
AntiMatter001 Posted October 20, 2014 Share Posted October 20, 2014 i would really like this mod if it had clearer instructions or just worked.i've tried various ways of installing and trying this but none seem to work. even the box for the chutes UI doesn't show up on EVA...so idk. i'm sorry your mod was cool for the one time it worked back in 0.23 but now i'm uninstalling it for good Link to comment Share on other sites More sharing options...
Virtualgenius Posted October 20, 2014 Share Posted October 20, 2014 Antimatter its a great mod and does work well but yeah the install does need to be refined a little so its just a drag and drop from a zip folder into gamedata, he was going to do this sometime ago and I did ask but he may have forgotten or got to busy Link to comment Share on other sites More sharing options...
systemhendrix Posted October 22, 2014 Share Posted October 22, 2014 (edited) Testing this in 0.25 Windows x86 with FAR and RealChutes, among other mods. Ejection worked, but I ended up with doubled chute commands and statuses in the right-click menu (but only the second of each pair seemed to matter -- I could click the first "fully deploy" button and I would see a fully deployed chute, but there would also be a half-deployed model and the descent rate would not change). I also found that if a Kerbal hit the ground and his chute was only semi-deployed, there was a chance he'll clip into the ground (I think -- maybe the launchpad only) and cause everything to vanish, turning the main screen black (except the gauges and such -- which show blank altitude, extremely high speed, and wild attitude oscillation), even when returning to the space center, and even when reverting or reloading the save. This happened a couple of times, but the last time, I closed and reloaded KSP entirely without rolling back the save file first, and I found him and the pieces of his rocket (a Kerbal X, "exploded" using Kronal Vessel Viewer, and still anchored to the ground when the ejection happened -- I thought I was testing the Hullcam VDS cameras and aborted instead) escaping from the solar system.For what ever reason, I was not able to replicate these bugs after removing EVALoading, which I had suspected caused the chute controls to be doubled and maybe other general instability -- i.e. Kerbals under semi-deployed chutes went splat or bounced or ragdolled on the ground -- sometimes permanently so, though I've seen that particular bug in other places. While the double-chute issue returned when I put EVALoading back in (so I won't be using it again going forward), the solar-system-breaking bug did not, so maybe it's not this mod that matters, but the act of colliding with the ground itself that is still a little wonky. Funnily enough, I only discovered any of this in the first place because I was hunting for which of the mods I've recently installed is causing other crashes...this ground collision thing must be some kind of Heisenbug that only appears when I'm not trying to track it down.tl;dr Using EVALoading may not be necessary any more, and Kerbal impacts are probably more dangerous to the solar system than any wimpy asteroid ever was.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 Edited October 22, 2014 by systemhendrix Link to comment Share on other sites More sharing options...
Damaske Posted October 22, 2014 Share Posted October 22, 2014 I use this mod all the time and i have no issue EXCEPT i can not mass chute open. I do not use the parachute box, and use the evaloading script to have my kerbals come with chutes automatically. This is with the latest version of MM, and KSP 0.25 Link to comment Share on other sites More sharing options...
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