Doucare Posted May 11, 2015 Share Posted May 11, 2015 I hate it when that happens. There's clearly something funky in the save file. It may be possible to fix it by editing the file manually, but the effort involved in tracing and attempting to rectify it is probably only worthwhile as an adventure for its own sake, or to reclaim a lot of structures that much kerbal blood, sweat and tears have gone into. If you'd care to upload it somewhere I'll have a shot at it if you'd like.Here's a link for the save: https://www.dropbox.com/sh/k2h3lfwyk2su0ed/AAD3YaZHpTPv-ZqVT_gTfqSWa?dl=0 Link to comment Share on other sites More sharing options...
Roxette Posted May 12, 2015 Share Posted May 12, 2015 Hi, is there a workaround or a way to make the chutes work with the new FAR?This issue has now been resolved with the v0.15.1 "Fanno" release of FAR Link to comment Share on other sites More sharing options...
Nansuchao Posted May 12, 2015 Share Posted May 12, 2015 Thank you very much! Link to comment Share on other sites More sharing options...
tg626 Posted May 13, 2015 Share Posted May 13, 2015 Now I made a MM patch to add "ejector seats" to all command pods using the following:@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleKrEjectPilot]]:Final{ MODULE { name = ModuleKrEjectPilot MODULE { name = ModuleKrKerbalParachute //how much drag it has when fully deployed deployedDrag = 5 //minimum air pressure for deployment minAirPressureToOpen = 0.04 //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 = 10.25 //time in seconds it takes to deploy, or to go from semi to full mode deployTime = 3.0 } }}Which works, as in Jeb ejects and Space+F pulls his rip cord, BUT... notice the wildly different values for deployedDrag, semiDeployedHeight, etc? That's what I have at this moment because I was trying to see if those variables were having any effect - they aren't. I delved into this because at this point Jeb descends at a VERY slow <1m/s with a fully deployed chute taking forever even at 4 x warp to reach the ground.Is this by design?Note I have NOT tried this test with a parachute that Jeb takes from the box but when I apply these values to the "ejection" part supplied in the mod, the result is the same - it's ignoring the values I set. Link to comment Share on other sites More sharing options...
Mecripp Posted May 13, 2015 Share Posted May 13, 2015 Has the color changer been looked at has it still don't work or did, I miss a update somewhere ? Link to comment Share on other sites More sharing options...
tg626 Posted May 13, 2015 Share Posted May 13, 2015 Now I made a MM patch to add "ejector seats" to all command pods using the following:@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleKrEjectPilot]]:Final{ MODULE { name = ModuleKrEjectPilot MODULE { name = ModuleKrKerbalParachute //how much drag it has when fully deployed deployedDrag = 5 //minimum air pressure for deployment minAirPressureToOpen = 0.04 //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 = 10.25 //time in seconds it takes to deploy, or to go from semi to full mode deployTime = 3.0 } }}Which works, as in Jeb ejects and Space+F pulls his rip cord, BUT... notice the wildly different values for deployedDrag, semiDeployedHeight, etc? That's what I have at this moment because I was trying to see if those variables were having any effect - they aren't. I delved into this because at this point Jeb descends at a VERY slow <1m/s with a fully deployed chute taking forever even at 4 x warp to reach the ground.Is this by design?Note I have NOT tried this test with a parachute that Jeb takes from the box but when I apply these values to the "ejection" part supplied in the mod, the result is the same - it's ignoring the values I set.Ok, just spotted the "does not apply to ejected kerbals" bit in the change log.... So, NM...Seeing as how that's the case, I believe according to your license that I could alter your DLL and release it myself, as long as I give you credit for the original work. (I also know that releasing the parachute part would require seperate permission from CardboardBoxProcessor) Is that correct?I think I may change the defaults and trim the extra functions that aren't EVA chute related - and if I like my result well enough, it might be nice to release to the players as mod. Link to comment Share on other sites More sharing options...
Kreuzung Posted May 15, 2015 Author Share Posted May 15, 2015 You can go ahead with your own version, I'm unlikely to update this anytime soon. Link to comment Share on other sites More sharing options...
astrofan Posted May 18, 2015 Share Posted May 18, 2015 I found a bug and managed to do it over and over. If you fully deploy the parachute it sends you of to space at least for me.Link to a video of it: The same happend to me. Link to comment Share on other sites More sharing options...
SpaceJuice Posted May 18, 2015 Share Posted May 18, 2015 That happened to me on my first try... Link to comment Share on other sites More sharing options...
iDisOrder Posted May 25, 2015 Share Posted May 25, 2015 You can go ahead with your own version, I'm unlikely to update this anytime soon.following this thread for anyone updating this Link to comment Share on other sites More sharing options...
Sarxis Posted June 2, 2015 Share Posted June 2, 2015 Now I made a MM patch to add "ejector seats" to all command pods using the following:@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleKrEjectPilot]]:Final{ MODULE { name = ModuleKrEjectPilot MODULE { name = ModuleKrKerbalParachute //how much drag it has when fully deployed deployedDrag = 5 //minimum air pressure for deployment minAirPressureToOpen = 0.04 //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 = 10.25 //time in seconds it takes to deploy, or to go from semi to full mode deployTime = 3.0 } }}Which works, as in Jeb ejects and Space+F pulls his rip cord, BUT... notice the wildly different values for deployedDrag, semiDeployedHeight, etc? That's what I have at this moment because I was trying to see if those variables were having any effect - they aren't. I delved into this because at this point Jeb descends at a VERY slow <1m/s with a fully deployed chute taking forever even at 4 x warp to reach the ground.Is this by design?Note I have NOT tried this test with a parachute that Jeb takes from the box but when I apply these values to the "ejection" part supplied in the mod, the result is the same - it's ignoring the values I set.Maybe someone can help me get this setup: it's an MM module? I tried making a .cfg with these parameters but I don't think it is working. Can someone give me a quick run through? I might be doing something wrong.And also: I too am wondering how to modify the decent rates when the chutes are deployed/semi-deployed. Is that in the .dll? Link to comment Share on other sites More sharing options...
younitty Posted June 11, 2015 Share Posted June 11, 2015 In my KSP setting page, i get a funny message on top of the screen. (Everysince i installed VNG 0.7.2 on my new KSP 1.0.2.It says "Vanguard Technologies Asset Database Printer - Save asset list to kspdir/assetlist.log"Can someone explain this ? Link to comment Share on other sites More sharing options...
Kreuzung Posted June 13, 2015 Author Share Posted June 13, 2015 That is some really old test stuff I somehow never removed. You can just ignore it. I don't even remember what I needed it for Link to comment Share on other sites More sharing options...
Svm420 Posted June 13, 2015 Share Posted June 13, 2015 Would you consider exposing the settings for the eva parachute in a cfg file so we can edit drag values? They seem a little high and lead to a excessively slow descent. Thanks really enjoy the mod. Link to comment Share on other sites More sharing options...
loltrol48 Posted June 24, 2015 Share Posted June 24, 2015 Haha that was kind of you sir,time to look it upRockets, Rockets. they are pockets! Link to comment Share on other sites More sharing options...
SlabGizor117 Posted July 8, 2015 Share Posted July 8, 2015 Hey, I have a question. I did some testing and found out that when you're in the air, it doesn't *eject* the kerbal as it does when on the ground and even when moving over the ground. All it does is put them on EVA and they hang on the ladder. Am I doing something wrong? Link to comment Share on other sites More sharing options...
Nansuchao Posted July 8, 2015 Share Posted July 8, 2015 I have an issue with this marvelous mod. When I Abort, only one Kerbal is ejected from a pod, cause the "hatch is blocked". If then I switch back to the ship I can eject another one. Sometimes this is dangerous... Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted July 8, 2015 Share Posted July 8, 2015 Hey, I have a question. I did some testing and found out that when you're in the air, it doesn't *eject* the kerbal as it does when on the ground and even when moving over the ground. All it does is put them on EVA and they hang on the ladder. Am I doing something wrong?I have an issue with this marvelous mod. When I Abort, only one Kerbal is ejected from a pod, cause the "hatch is blocked". If then I switch back to the ship I can eject another one. Sometimes this is dangerous...This has been an issue since 1.0 came out. I have been having the same issue. Link to comment Share on other sites More sharing options...
SlabGizor117 Posted July 27, 2015 Share Posted July 27, 2015 Darn :/Well at least you don't eject straight down if your plain tumbles out of control! Link to comment Share on other sites More sharing options...
wrcsubers Posted August 19, 2015 Share Posted August 19, 2015 What is the current status of this Mod? Does it work? Is it being maintained? Link to comment Share on other sites More sharing options...
Mecripp Posted August 19, 2015 Share Posted August 19, 2015 If you just want the EVA chute it works thats all, I use it for the changing color on lights don't work anymore. Link to comment Share on other sites More sharing options...
EdusacconBR Posted August 22, 2015 Share Posted August 22, 2015 found a bug with the chute, when i EVA out of the capsule and fully deploy chute, the kerbal goes to the void and pops Link to comment Share on other sites More sharing options...
totos_totidis Posted August 25, 2015 Share Posted August 25, 2015 i have a bug. when iuse the eject button and right cklick the kerbal and push the deploy buttons nothing happens. Link to comment Share on other sites More sharing options...
Arcamean Posted September 1, 2015 Share Posted September 1, 2015 Any word on when it might be 1.4 ready? Dang Squad had to update the game while it was out of my load order and now all my favorite mods are several patches behind. Link to comment Share on other sites More sharing options...
ckirky Posted September 2, 2015 Share Posted September 2, 2015 i have a bug. when iuse the eject button and right cklick the kerbal and push the deploy buttons nothing happens.same here, the ejection works just fine and the drop-down menu has semi and fully deploy parachute but when i click on them it has no affect. help! Link to comment Share on other sites More sharing options...
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