Sekonda Posted December 23, 2014 Share Posted December 23, 2014 This is causing conflicts with the new module design and other mods. Can it possibly be updated by anyone? Link to comment Share on other sites More sharing options...
Kreuzung Posted December 23, 2014 Author Share Posted December 23, 2014 What do you mean with "new module design"? It's still working fine for me, in fact it saved Jebediah twice just an hour or two ago. Link to comment Share on other sites More sharing options...
Virtualgenius Posted December 23, 2014 Share Posted December 23, 2014 Would you consider adding this to the CKAN database its a great way to install and maintain mods for users Link to comment Share on other sites More sharing options...
Horman Posted December 23, 2014 Share Posted December 23, 2014 Would you consider adding this to the CKAN database its a great way to install and maintain mods for usersThis! Merry Christmas everyone! Link to comment Share on other sites More sharing options...
politas Posted December 27, 2014 Share Posted December 27, 2014 I made ckan metafiles and filed a review request to ckan folks.Nice work, Legolegs! Link to comment Share on other sites More sharing options...
SpaceJuice Posted December 30, 2014 Share Posted December 30, 2014 For some reason the ejector does not work properly. It ejects from the capsle and refuses to open the parachute. Link to comment Share on other sites More sharing options...
Kreuzung Posted December 30, 2014 Author Share Posted December 30, 2014 You open the parachute(s) manually, either through the context menu (for the current kerbal only) orby pressing jump and use (for all kerbals in physics range). Link to comment Share on other sites More sharing options...
SpaceJuice Posted December 31, 2014 Share Posted December 31, 2014 (edited) that's what i do in ksp. now I'll try the key combo.Edit: I tried the key combo, didn't work. Edit: what?! it Works again? (0.90.0/to many mods?) strange. Edited January 4, 2015 by Spacejuice Link to comment Share on other sites More sharing options...
BruceKnowles Posted January 6, 2015 Share Posted January 6, 2015 What do you mean with "new module design"? It's still working fine for me, in fact it saved Jebediah twice just an hour or two ago.Hi Kreuzung, Are you absolutely sure things are working in 0.90 as expected?I ask because I note that in InternalCustomHelmets.cs the OnUpdate() function calls an undefined method viz. UIPartActionController.SetLayerRecursive(helmet.transform, 16); Link to comment Share on other sites More sharing options...
Ford6 Posted January 17, 2015 Share Posted January 17, 2015 Mods not working for me. I've installed the plugin and the mod. both type of cute are shone in the SPH and are mountable on the craft. When I hit backspace or click the abort icon nothing happens. Link to comment Share on other sites More sharing options...
SpaceJuice Posted January 18, 2015 Share Posted January 18, 2015 Did you merge them? They should merge when you put them in. Did you extract them then put them in? I need more details. Link to comment Share on other sites More sharing options...
Ford6 Posted January 19, 2015 Share Posted January 19, 2015 (edited) For the mod I put the vng directory from the zip into the gamedata directory. Same for the . . . . wait a sec. my download of the plugin is corrupted. I'm redownloading now and will try reinstalling it tonight when I get home from work.Edit:Alright. Installing a non-corrupted plugin has solved the problem.Looking at my download logs, the download was interrupted and resumed three minutes latter. Cable must have gone down and corrupted the download. Sorry for the trouble. Edited January 19, 2015 by Ford6 Link to comment Share on other sites More sharing options...
SpaceJuice Posted January 19, 2015 Share Posted January 19, 2015 Glad you fixed the problem! Link to comment Share on other sites More sharing options...
Buxsle Posted February 8, 2015 Share Posted February 8, 2015 Any idea when this will be updated for .90? Link to comment Share on other sites More sharing options...
SPA Posted February 9, 2015 Share Posted February 9, 2015 probably never, I'm still trying to get it to work Link to comment Share on other sites More sharing options...
Tebryn Posted February 9, 2015 Share Posted February 9, 2015 probably never, I'm still trying to get it to worksounds like your doing it wrong.Worked for me as-is in 0.90 just fine; tested last night.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.Tried eject again last night and the chute worked again and with the key combo too What do you mean with "new module design"? It's still working fine for me, in fact it saved Jebediah twice just an hour or two ago.and works when I tested. Ejector module functions and always equipped parachute plugin still working. debug open to prove .90 (biome in map view display)Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
SPA Posted February 9, 2015 Share Posted February 9, 2015 I got it to work, this is the second mod I installed in all. It works great, but I wish it would just be on them, rather than grabbing a parachute. Link to comment Share on other sites More sharing options...
Subcidal Posted February 9, 2015 Share Posted February 9, 2015 My parachute texture dosent appear like 90% of the time it seems, But is still active.I don't mind all that much as its not all that pretty, but it is something. Link to comment Share on other sites More sharing options...
Rocketfeline Posted April 23, 2015 Share Posted April 23, 2015 Texture replacer and vanguard parachutes dont get along. Link to comment Share on other sites More sharing options...
Mecripp Posted April 23, 2015 Share Posted April 23, 2015 why you say that ? Link to comment Share on other sites More sharing options...
Rocketfeline Posted April 23, 2015 Share Posted April 23, 2015 Experiment with them. If I get in and or out of the EVA suit with the parachute. It would become invisible. Link to comment Share on other sites More sharing options...
stickman939 Posted April 28, 2015 Share Posted April 28, 2015 Quick question: Is this compatible with .90? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted April 28, 2015 Share Posted April 28, 2015 Interesting question to ask the day after 1.0 is released but yes the latest version is compatible with .90 though I have no idea for 1.0 and suspect the aerodynamics may mass them up Link to comment Share on other sites More sharing options...
stickman939 Posted April 28, 2015 Share Posted April 28, 2015 Haha yeah. I'm still sticking with .90 while mod creators update their mods and all. Thanks for letting me know Link to comment Share on other sites More sharing options...
Gfurst Posted April 28, 2015 Share Posted April 28, 2015 Didn't I see something about kerbals with EVA chutes by default? oh wait I think its the real chutes thats going to integrate them both. Link to comment Share on other sites More sharing options...
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