Tw1 Posted May 12, 2013 Share Posted May 12, 2013 (edited) It's working! As I write, Seetop Kerman is diffing down slowly. Actually he just landed. He's a little wobbly, but still alive! Awesome!I can now jump from the station without dieing!Story/demonstration time."I've had enough of this, I'm leaving.""Wehrwin, we've only been up here for 6 hours. We haven't got a capsule, and.. wait where are you going?"And so, using Kerbin's continents as a reference, Wehrwin pointed himself retrograde, and begun his deorbit burn.Then, with a little clever maneuvering, he set himself up for reentry, hoping the round shape of his helmet would push that hot, hot air away from his body.Coming in like superman!Oh my gosh, it's so hot, so hot!Way to late to bail now. Wehrwin recalls a dream he had where his parachute failed to open. This better work. Just a bit to wait now..He's safe! Home again, first kerbal to return from orbit without a capsule, and live! Well done Wehrwin, and well done Vanguard technologies, whom he would like to thank for his safe touch down! Edited May 13, 2013 by Tw1 Link to comment Share on other sites More sharing options...
guitoo1 Posted May 12, 2013 Share Posted May 12, 2013 (edited) [spoiler/] You meant something like that ?^^ I got a question, would it be possible to be able to throttle the angine from eva? Iv made an jetpack model part, and got the motor runnig etc but i cant throtthle from eva, is there a way ? cheersit is almost, over I think it has a fabric cover. like thishttp://www.fresh-mountain.com/wp-content/uploads/2012/06/parapentista_Atacado1.jpgMay it also is beautifulotherwise why not use your gliding like motorcycle bobcat. cockpite and a wing. Edited May 12, 2013 by guitoo1 English BAD Link to comment Share on other sites More sharing options...
ahappydude Posted May 12, 2013 Share Posted May 12, 2013 Iv done serveral parts using srfs plugin, which is thw way bobcat made his seat to but while in internal seat(for now) the kerbal are locked, this glider , the first version using kas and second one using vanguard . Which attach to the kerbals directly which i think is more fun =) cheers Link to comment Share on other sites More sharing options...
Kreuzung Posted May 22, 2013 Author Share Posted May 22, 2013 I'll be away for a week and don't really have time to try .20 before that, can someone test if this mod works in .20?And if it doesn't, I'd appreciate if someone could create and upload a quick fix, I'm working on a new version which I wanted to release in 1-2 weeks, and I can't rush that out due to having to do other mod work (Emergency4 mapping using my custom traffic system... I wish I never started that) too... Link to comment Share on other sites More sharing options...
stabzomega Posted May 22, 2013 Share Posted May 22, 2013 i love this.... i'm getting all these ideas for fake drop pods now... Link to comment Share on other sites More sharing options...
ahappydude Posted May 22, 2013 Share Posted May 22, 2013 You could make an basic spacemarine orbitdroper and then you can use this plugin for attaching it to your kerbals Im having troubles with the patcher but im sure it will work or that someone will tell you if it dont cheers Link to comment Share on other sites More sharing options...
Yuming Posted May 23, 2013 Share Posted May 23, 2013 Is this updated for .20 yet? If not, is the previous version compatible? Link to comment Share on other sites More sharing options...
Nibb31 Posted May 23, 2013 Share Posted May 23, 2013 Try it and tell us. Link to comment Share on other sites More sharing options...
Kreuzung Posted May 23, 2013 Author Share Posted May 23, 2013 it's broken because a single function doesn't exist anymore ;( Dunno if there's a replacement for it, if yes, I'll do a quick patch today, if not, someone else has to do it, I won't be here for a week from tomorrow on... Link to comment Share on other sites More sharing options...
Designer225 Posted May 24, 2013 Share Posted May 24, 2013 it's broken because a single function doesn't exist anymore ;( Dunno if there's a replacement for it, if yes, I'll do a quick patch today, if not, someone else has to do it, I won't be here for a week from tomorrow on...Hi Kreuzung.About the mod, I'm unsure that I can fix it, but I'll try.The thing that is confusing is the KSP's new part management. I'll try to work under these circumstances. Link to comment Share on other sites More sharing options...
Kreuzung Posted May 24, 2013 Author Share Posted May 24, 2013 Thanks for that, good luck This is how I far I got fixing it up: http://pastebin.com/BPsWeYFMNote that I moved the parachute model to GameData\VNG\parachute\model.mu (+ textures), and that it still doesn't work like this.BTW, has someone ever seen an Android phone not reading the SD card if a filename contains a ☢? Or did I do something wrong? Link to comment Share on other sites More sharing options...
Devo Posted May 24, 2013 Share Posted May 24, 2013 Could you give Hyperedit some love please? Link to comment Share on other sites More sharing options...
Designer225 Posted May 24, 2013 Share Posted May 24, 2013 (edited) Looks like the new KSP part config might've confused some people.This is what I got so far: I added the:PART{...}Into the beginning and the end of the part file config. I'll check to see if it works...EDIT: Nope, Kerbals can't even get parachutes from the outside...EDIT 2: Since the .dll files can't be open using DOS system, I decided to use Microsoft Visual Studio to do it. But I have to use Microsoft Visual Studio Express 2012 because I can't afford to buy Microsoft Visual Studio 2012. ($499.99... now that is expensive...) Edited May 24, 2013 by Designer225 Link to comment Share on other sites More sharing options...
Fel Posted May 24, 2013 Share Posted May 24, 2013 @Designer225:You could always use mono The problem is a changed / removed interface (PartReader, I think it was); not the part.cfg changes. She used it to spawn the parachute model and the 0.20 update removed it.Question I have is... why are you using KSP's interface instead of unity's? (Not that I know anything about the Unity API.) Link to comment Share on other sites More sharing options...
Designer225 Posted May 25, 2013 Share Posted May 25, 2013 @Designer225:You could always use mono The problem is a changed / removed interface (PartReader, I think it was); not the part.cfg changes. She used it to spawn the parachute model and the 0.20 update removed it.Question I have is... why are you using KSP's interface instead of unity's? (Not that I know anything about the Unity API.)You do know that I knwo the issue... but thanks.And NO, I did put the files to the following path:C:\Games\KSP_win\Game_Data\Vanguard Technologies (I put the test folder here and renamed it)... contrary to popular belief. However, I can't seemed to get Kerbals into getting parachutes, or even having the part's texture. Link to comment Share on other sites More sharing options...
Fel Posted May 25, 2013 Share Posted May 25, 2013 (edited) You do know that I knwo the issue... but thanks.And NO, I did put the files to the following path:C:\Games\KSP_win\Game_Data\Vanguard Technologies (I put the test folder here and renamed it)... contrary to popular belief. However, I can't seemed to get Kerbals into getting parachutes, or even having the part's texture.You keep talking about the mundane aspects (Re: Part.cfg changes, file directories)It doesn't matter WHERE the files are stored (so long as it is in KSP_Win\GameData\) just that they're there. (I cannot say 100% certain if things will get pruned if they aren't referenced at the end, so a fake part.cfg loading the parachute might be required; but the important aspect is that the code changes force a new dll.)It isn't that I'm saying you're incompetent... but you keep talking about stuff that doesn't matter; and I figured that it'd probably be easier to use Unity's well documented API rather than KSP's undocumented API that is built upon Unity's API in the first place.*I guess the point is that we should be hearing about code changes / attempts. Edited May 25, 2013 by Fel Link to comment Share on other sites More sharing options...
Kreuzung Posted June 2, 2013 Author Share Posted June 2, 2013 Could you give Hyperedit some love please?What do you mean? That I should take over HyperEdit development?Looks like the new KSP part config might've confused some people.-snip-EDIT 2: Since the .dll files can't be open using DOS system, I decided to use Microsoft Visual Studio to do it. But I have to use Microsoft Visual Studio Express 2012 because I can't afford to buy Microsoft Visual Studio 2012. ($499.99... now that is expensive...)No, it really wasn't the part.cfg... BTW, I'm using VS Express 2010 myself The problem is a changed / removed interface (PartReader, I think it was); not the part.cfg changes. She used it to spawn the parachute model and the 0.20 update removed it.Question I have is... why are you using KSP's interface instead of unity's? (Not that I know anything about the Unity API.)Right, but you're the 2nd person to think I'm a girl from my avatar^^ (This also happened to me in real life once or twice lol)I don't think Unity's runtime has anything like that. I think you're supposed to import stuff in the editor and then use content packages to get it into the game, but I must admit that I'm not sure about this.I still can't solve this, I've got something loaded now, but the parachute doesn't show up (it does however work). Also, using it with external seats is more than interesting, so I have to fix that too... Link to comment Share on other sites More sharing options...
Kreuzung Posted June 4, 2013 Author Share Posted June 4, 2013 Progress!Showing off the new semi-deployed mode and the usefullness of external seats^^However, there's one serious bug left, using an ejection module while a Kerbal is on a seat leads to possibly infinite copies of that crewmember being spawned (only limited by the exploding ejection modules).Not sure how to handle this, think I'll make the Kerbals leave the seat but not get a parachute (they can still wear one from a chute box while on the seat). Link to comment Share on other sites More sharing options...
quadro7f Posted June 4, 2013 Share Posted June 4, 2013 Awesome work! I like this braking scheme (semi-deployed mode) of using live kerbals as built-in gear element in the chain (if i get it right) Link to comment Share on other sites More sharing options...
Kreuzung Posted June 4, 2013 Author Share Posted June 4, 2013 Yeah, the Kerbal's body (and space suit) are actually linking the parachute to the rocket... Doesn't sound too comfortable but whatever^^Plugin 0.6 / Parachutes 1.1 released now, kill me if it doesn't work:sticktongue:I'm sure something is wrong, but when testing it, it worked fine... Actually, I'm always 100% sure that I did something wrong while releasing something Link to comment Share on other sites More sharing options...
Designer225 Posted June 7, 2013 Share Posted June 7, 2013 We'll get a couple of Test Pilots to make sure if they can get flinged out after ejection... Link to comment Share on other sites More sharing options...
CoolingThunder Posted June 7, 2013 Share Posted June 7, 2013 OK, so I'm a bit of a noob... How can I activate the ejection seat? (not the EVA chutes) I added the ejection module to my "cockpit", but I don't see a way to activate it... Any help on this? Link to comment Share on other sites More sharing options...
Kreuzung Posted June 7, 2013 Author Share Posted June 7, 2013 Ejection action group... If you mouseover the yellow-black-warning-stripes-thing next to the altimeter, the abort button shows up there. Alternatively, you can press backspace (or whatever key you assigned abort to, but backspace is the default one), or use the action group editor to assign it to another action group. Link to comment Share on other sites More sharing options...
CoolingThunder Posted June 7, 2013 Share Posted June 7, 2013 Just found it out, like a minute before you replied Thanks for the help anyway, love it lol At least my Kerbal can return to his family after I *cough*accidentally*cough* blew his ship up again for the tenth time :-) Link to comment Share on other sites More sharing options...
Kreuzung Posted June 7, 2013 Author Share Posted June 7, 2013 Hehe don't feel bad for blowing up thousands of planes with this mod, for example, take my VC22 "Nagato Yuki" cargo plane as exampleI might've lost 100 of them already It didn't , went from the original one to the VC22L version there, now in .20.2 it does actually fly (no idea why), but the VC22P is the first one to not loose any parts in normal flight... Need to think about what to do once I'm past the Z version, should I restart with AA? Give it a new number?During all those disasters, only 1 or 2 crews actually died, the rest survived due to the ejection module and super-sturdy bac9 cockpit (and the only time I had lost the ejection module the cockpit exploded despite falling slower than usually and hitting water instead of the terrain but nobody has to know that).BTW, the only thing I'll do different with the next big plane will be naming it Haruhi BTW2, I think it's the safest to place the ejection module on the cockpit, because otherwise, it's likely to get lost during an accident. Not sure about putting backup ones on other parts, in one situation today it whould've helped but I never had anything like that occur before. Link to comment Share on other sites More sharing options...
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