Warezcrawler Posted May 14, 2016 Share Posted May 14, 2016 On 30/4/2016 at 6:47 PM, graphite747 said: Do you know if there's a modding resource anywhere for the migration from 1.0.5 to 1.1(.x)? Try It all really depends on what pieces of code that is incompatible with 1.1.2. I have update a couple of mods, which really only need to be recompiled against the new 1.1.2 build. Others needs some work. If you get stumped, use the "Plugin Development Help and Support" forum and ask questions. There are a lot of helpfull people in there Link to comment Share on other sites More sharing options...
Joshwoo70 Posted May 15, 2016 Share Posted May 15, 2016 gonna update this to 1.1.2 not much of a hassle... but want to take a look at how i can fix this. Link to comment Share on other sites More sharing options...
inigma Posted May 15, 2016 Share Posted May 15, 2016 1 hour ago, Joshwoo69 said: gonna update this to 1.1.2 not much of a hassle... but want to take a look at how i can fix this. Looks like @SpannerMonkey(smce) is on it too. Check out the mod request thread: Link to comment Share on other sites More sharing options...
ss8913 Posted May 16, 2016 Share Posted May 16, 2016 This is, surprisingly, one of the mods that has created some of my favorite KSP moments... bad re-entry damages the plane, aero drag does more.. trying to limp it across the western ocean and can't quite clear the mountains... crew bailout and survive.. some very heroic stuff going on there can't wait to have this mod back again Link to comment Share on other sites More sharing options...
drtedastro Posted May 16, 2016 Share Posted May 16, 2016 14 minutes ago, ss8913 said: This is, surprisingly, one of the mods that has created some of my favorite KSP moments... bad re-entry damages the plane, aero drag does more.. trying to limp it across the western ocean and can't quite clear the mountains... crew bailout and survive.. some very heroic stuff going on there can't wait to have this mod back again agreed. nice to see those chutes open to save the little broccoli's life.. Link to comment Share on other sites More sharing options...
CraftedDoge20PlaysKSP1.0.5 Posted May 20, 2016 Share Posted May 20, 2016 actually that parachutes on kerbal can deploy but not VNG mod called : SMchutes mod Link : http://spacedock.info/mod/702/%20SM%20%20CHUTE requires Kerbal Inventory system Link to comment Share on other sites More sharing options...
PTGFlyer Posted May 20, 2016 Share Posted May 20, 2016 Yeah, I really worry about killing Jebediah Kerman because how am I going to replace that kind of a piloting god? Parachutes mean I can put him into anything. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 20, 2016 Share Posted May 20, 2016 (edited) Hi all, looks like I have a VNG light working in 1.1.2 that being a version of VNG that only has the parachute parts. In all the years I've used VNG the only other feature I've used apart from the chutes, has been the KR animate , but that was outclassed by the intro of animation groups, so not really needed, almost everything is working fine, eject ejects and fits chute to kerbals, BUT having issues with self deployment, you can easily select the right click gui and trigger the semi and fully deployment, but i really want them to self deploy for those catastrophic failure times when you have several crew members ejected at the same time. Can't seem to find the trigger hooks for the deploy by keys but am working on it.. Another key issue is that they refuse to work in FAR games even with an MM patch to swap the parachute module for the RealChuteLight that FAR uses. I've encountered exactly this same issue with the SM Chute and it may not be resolvable. Edited May 20, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
ss8913 Posted May 20, 2016 Share Posted May 20, 2016 5 hours ago, SpannerMonkey(smce) said: Hi all, looks like I have a VNG light working in 1.1.2 that being a version of VNG that only has the parachute parts. In all the years I've used VNG the only other feature I've used apart from the chutes, has been the KR animate , but that was outclassed by the intro of animation groups, so not really needed, almost everything is working fine, eject ejects and fits chute to kerbals, BUT having issues with self deployment, you can easily select the right click gui and trigger the semi and fully deployment, but i really want them to self deploy for those catastrophic failure times when you have several crew members ejected at the same time. Can't seem to find the trigger hooks for the deploy by keys but am working on it.. Another key issue is that they refuse to work in FAR games even with an MM patch to swap the parachute module for the RealChuteLight that FAR uses. I've encountered exactly this same issue with the SM Chute and it may not be resolvable. In 1.0.x, EVA parachutes worked with FAR.. did something change in 1.1.x to break that? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 20, 2016 Share Posted May 20, 2016 (edited) 20 minutes ago, ss8913 said: In 1.0.x, EVA parachutes worked with FAR.. did something change in 1.1.x to break that? Can't honestly say whats going on at this point, except that if anything the decent gets faster when a chute is deployed. Could just be a badly formed MM patch, there has to be a patch because FAR switches off stock aero, so without the removal of the Kerbachute module and replacement with the RealChute Light that FAR uses they are no more use than a jello sunhat. In other news I've swapped out the old VNG chute for the stockalike from my SM_Chutes modlet, I really never like the square chute. Also I now have the EVA use keys working properly and a version of the module that automatically applies a chute to every Kerbal, it's getting closer.. Though before i release it back into the wilds there is a couple of things I'd like to sort, 1) It needs a failsafe so in cases of multiple ejection all your crew will land safely, opening automatically to semi deploy at 500 mtrs and to fully deploy at 100, the manual deploy options remain, though I have moved the fully deploy limit up to 200 mtrs. I would also dearly like to find a way to be able to select different style chutes, at present the path is hard coded so only a chute in the right place with the right name can be used, I currently have 3 chutes that will work with the plugin but only 1 is selected by the plugin, the chutes are not oriented or prepared like stock chutes so I don't think there's a way to utilize any of those. Edited May 20, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
drtedastro Posted May 20, 2016 Share Posted May 20, 2016 Sounds great. This simple mod has been a important part of my kerbal torture / flight testing for as long as it has been around I have a dedicated instal setup for single mod testing, if you would like I can help debug points for you (you tell me what you want tested and or i do it on my own) and get all info back to you. Really need this, with your chutes and abilities... Cheers. Link to comment Share on other sites More sharing options...
drtedastro Posted May 20, 2016 Share Posted May 20, 2016 Hey spanner, can you give me a short "how to " as to how you got this working again???? All of my previous methods are doing squat at the moment. Cheers. Cheers. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 20, 2016 Share Posted May 20, 2016 13 minutes ago, drtedastro said: Hey spanner, can you give me a short "how to " as to how you got this working again???? All of my previous methods are doing squat at the moment. Cheers. Cheers. I've sent you a PM with presents Link to comment Share on other sites More sharing options...
drtedastro Posted May 21, 2016 Share Posted May 21, 2016 Very nice, very fun presents... Love it. working with it now. Thanks. I appreciate the chance to work / test it. Cheers. Link to comment Share on other sites More sharing options...
stickman939 Posted June 8, 2016 Share Posted June 8, 2016 Anyone know if this mod is being maintained still? Or if there's a 1.1.2 compatibility patch somewhere? I can't seem to get it to work. lol Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 8, 2016 Share Posted June 8, 2016 (edited) 51 minutes ago, stickman939 said: Anyone know if this mod is being maintained still? Or if there's a 1.1.2 compatibility patch somewhere? I can't seem to get it to work. lol Hi, it wont work, there are some tweaks that need to be done, I do have a version working in 1.1.2, a bare bones version with nothing that doesn't relate to the functioning of the chutes. I had meant to release it into the wild before now, so many irons in the fire and ongoing collaborations and projects, I've got a backlog of finished updates waiting to be published. Hopefully in the next week or so I'll be confident enough to release a usable version.. In the meantime if you're desperate for a Kerbal parachute check out my little chute mod linked in my sig. Edited June 8, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
Abinex Posted June 27, 2016 Share Posted June 27, 2016 Hello.Can you update this mod to Latest version of KSP? Link to comment Share on other sites More sharing options...
ricewind Posted July 22, 2016 Share Posted July 22, 2016 i can't access the plungin for some reason,whenever i click the link it takes me to the main page on the forums any help? Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted July 22, 2016 Share Posted July 22, 2016 4 hours ago, ricewind said: i can't access the plungin for some reason,whenever i click the link it takes me to the main page on the forums any help? The Dropbox links work fine for me. Which link are you referring to? Link to comment Share on other sites More sharing options...
ricewind Posted July 23, 2016 Share Posted July 23, 2016 the blue one, the drop box ones work for me as well i just didn't think of trying it first Link to comment Share on other sites More sharing options...
ricewind Posted July 23, 2016 Share Posted July 23, 2016 I'm only getting parachutes if i eject with the ejection module i can't get any out of the box either I'm playing in v 1.0.2 as i can't update ksp any further ( if you can help with that please do) is there any reason? anything i can do to fix it Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted July 23, 2016 Share Posted July 23, 2016 9 hours ago, ricewind said: the blue one, the drop box ones work for me as well i just didn't think of trying it first There you go. That is where the link is supposed to go. Link to comment Share on other sites More sharing options...
Problemless Mods Wanter Posted August 12, 2016 Share Posted August 12, 2016 Anybody know any other similar mods which support 1.1.3? Link to comment Share on other sites More sharing options...
stickman939 Posted August 14, 2016 Share Posted August 14, 2016 On 8/11/2016 at 11:48 PM, Smart Parts Wanter said: Anybody know any other similar mods which support 1.1.3? Link to comment Share on other sites More sharing options...
Problemless Mods Wanter Posted August 14, 2016 Share Posted August 14, 2016 3 hours ago, stickman939 said: Thank you so much. Link to comment Share on other sites More sharing options...
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