Kerbas_ad_astra Posted October 24, 2014 Share Posted October 24, 2014 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 100mI clarified my comment -- the ejector automatically gives chutes to Kerbals, but not to Kerbals who leave on normal EVA. EVALoading gives chutes to Kerbals who leave for any reason, but as a result, it doubles up the controls on Kerbals who get ejected (and only the second set does anything).By "same problem", do you mean that Kerbals landing with half-deployed chutes are destroying the solar system, or that the parachute buttons in the right-click menu are doubled on ejected Kerbals when you're using EVALoading? Link to comment Share on other sites More sharing options...
Mrherponaderpsherp Posted October 27, 2014 Share Posted October 27, 2014 Excuse me, but I cannot get the parachutes to work. I only have one VanguardTechnologies.dll . The only problem I can possibly see is that I don't have a .dll document related to Fel's Eva Parachutes, or I don't have a picture for the chute. Anybody know any fixes?P.S I have Lazor, AKsWeapons, & RasterPropMonitor.I also have the mu document. Link to comment Share on other sites More sharing options...
slumpie Posted October 27, 2014 Share Posted October 27, 2014 GameDataVNGFrementGUIparachuteVNG_EjectVNG_ParachuteboxFrementGUILib.dllVanguardTechnologies.dllEVALoadingEVAParachutes.cs (not really needed)EVAParachutes.dll Link to comment Share on other sites More sharing options...
Tortoise Posted November 1, 2014 Share Posted November 1, 2014 Since I have to download 2 files for this mod, both files have the same name... So which one do I rename in order to install it? Or do I just copy the VNG file contents into the existing VNG folder? Link to comment Share on other sites More sharing options...
Gfurst Posted November 11, 2014 Share Posted November 11, 2014 Hey guys, looking to use this to reduce my Kerbal suicide rate when some of my test planes fails miserably... Does it conflict in any way with realchutes? Can I use the EVAchute with the plugin but without the chute box?Thanks and cheers Link to comment Share on other sites More sharing options...
slumpie Posted November 12, 2014 Share Posted November 12, 2014 Since I have to download 2 files for this mod, both files have the same name... So which one do I rename in order to install it? Or do I just copy the VNG file contents into the existing VNG folder?Wow, didn't you read the post directly above yours? Link to comment Share on other sites More sharing options...
JeffreyCor Posted November 12, 2014 Share Posted November 12, 2014 I did a search to see if this was already known and came up empty, so if it is known the search screwed up When using the eject with the stock Mk1 cockpit the Kerbal seems to catch causing a weak bailout result or at times getting stuck rather than a full ejection as with every other cockpit. The stock Mk2 cockpit does not have this problem. Link to comment Share on other sites More sharing options...
Gfurst Posted November 21, 2014 Share Posted November 21, 2014 Sooooo, I find that the ejection option is really useful but the ejection part is really cumbersome and out-of-place. Already scaled down the part to half its size but its still ugly, specially with some other small parts I have to attach on the capsule.Sooooo, does anyone knows if its possible to add this eject module to regular capsules/cockpits? Maybe a simple cfg file would do the trick, anyone? Link to comment Share on other sites More sharing options...
Mecripp Posted November 21, 2014 Share Posted November 21, 2014 Sooooo, I find that the ejection option is really useful but the ejection part is really cumbersome and out-of-place. Already scaled down the part to half its size but its still ugly, specially with some other small parts I have to attach on the capsule.Sooooo, does anyone knows if its possible to add this eject module to regular capsules/cockpits? Maybe a simple cfg file would do the trick, anyone?Give this a shot, Haven't tested it, I just EVA out use eva chute but should work @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleKrEjectPilot]]{MODULE { name = ModuleKrEjectPilot MODULE { name = ModuleKrKerbalParachute //how much drag it has when fully deployed deployedDrag = 100 //minimum air pressure for deployment minAirPressureToOpen = 0.01 //x and y scale for when in semi mode... so the actual parachute area in semi mode is semiDeployedFraction^2 semiDeployedFraction = 0.0025 //thought it whould be nice if the chute was higher in semi mode semiDeployedHeight = 1.25 //time in seconds it takes to deploy, or to go from semi to full mode deployTime = 0.33 } }} Link to comment Share on other sites More sharing options...
Gfurst Posted November 21, 2014 Share Posted November 21, 2014 Give this a shot, Haven't tested it, I just EVA out use eva chute but should work Well that was fast, thanks I'll try it out tomorrow. Link to comment Share on other sites More sharing options...
LivingRedShirt Posted November 21, 2014 Share Posted November 21, 2014 I've downloaded everything that I need and made sure that I have everything, but I'm still not having a parachute appear when I'm clicking to deploy. Is it because I have the files in the wrong area? I want to know because I think this is a great idea for a mod. Link to comment Share on other sites More sharing options...
somewhatcasual Posted November 24, 2014 Share Posted November 24, 2014 I am having an issue where I am unable to change scenes after ejecting and deploying chutes on my kerbals. Anyone having this issue or aware of this? I have a decent amount of mods, so support I suspect will be difficult.Thanks Link to comment Share on other sites More sharing options...
somewhatcasual Posted November 24, 2014 Share Posted November 24, 2014 I am having an issue where I am unable to change scenes after ejecting and deploying chutes on my kerbals. Anyone having this issue or aware of this? I have a decent amount of mods, so support I suspect will be difficult.ThanksMy craft had two parachute modules and 2 ejection modules. I reduced these to 1 each and it seemed to resolved itself. Link to comment Share on other sites More sharing options...
SpaceJuice Posted December 13, 2014 Share Posted December 13, 2014 (edited) I had a case of kraken drive when I first tired it out Edited December 30, 2014 by Spacejuice Link to comment Share on other sites More sharing options...
DuoDex Posted December 15, 2014 Share Posted December 15, 2014 Does anyone know why this wouldn't work in DMP? Link to comment Share on other sites More sharing options...
godarklight Posted December 15, 2014 Share Posted December 15, 2014 @DuoDex: DMP doesn't insta-sync the protovessel or module states, so that's almost certainly the reason . I'd be surprised if it didn't work for your local client though. Link to comment Share on other sites More sharing options...
DuoDex Posted December 15, 2014 Share Posted December 15, 2014 @DuoDex: DMP doesn't insta-sync the protovessel or module states, so that's almost certainly the reason . I'd be surprised if it didn't work for your local client though.It doesn't. Link to comment Share on other sites More sharing options...
N8-Toe Posted December 18, 2014 Share Posted December 18, 2014 Is this being updated to .90? Link to comment Share on other sites More sharing options...
SpaceJuice Posted December 18, 2014 Share Posted December 18, 2014 (edited) I think it still works, though I have not tried. I'll try when I get home. Edited December 18, 2014 by Spacejuice Link to comment Share on other sites More sharing options...
ozraven Posted December 18, 2014 Share Posted December 18, 2014 Worked for me as-is in 0.90 just fine; tested last night. Link to comment Share on other sites More sharing options...
JeffreyCor Posted December 19, 2014 Share Posted December 19, 2014 Eject saved my Kerbal as well. Can't confirm Shift-F is working properly since I hit the wrong keys Context menu works perfectly for deployment though. Link to comment Share on other sites More sharing options...
Galaxy Inc. Posted December 20, 2014 Share Posted December 20, 2014 help... whenever I try to use the parachute it does not open. I have the buttons in the context menu but when I click them nothing happens. when I go to a parachute box and try to get a parachute the number in the box remains at 5. I was curious why this was leading to so many deaths of Kerbal Pilots and parachute troops I decided to look in the VNG folder and there was no .cfg file for the parachute itself, it had a .mu and two .mbm files though. please help! Link to comment Share on other sites More sharing options...
JeffreyCor Posted December 20, 2014 Share Posted December 20, 2014 Tried eject again last night and the chute worked again and with the key combo too Link to comment Share on other sites More sharing options...
politas Posted December 22, 2014 Share Posted December 22, 2014 Any chance you could add this into cKAN when you update the metadata for 0.90? A separate entry for the EVA Loading would be great, too. Link to comment Share on other sites More sharing options...
legolegs Posted December 22, 2014 Share Posted December 22, 2014 I made ckan metafiles and filed a review request to ckan folks. Link to comment Share on other sites More sharing options...
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