radioactivated Posted September 6, 2015 Share Posted September 6, 2015 I've been having an issue with the parachutes themselves. I can eject the kerbals and deploy the parachutes, but the parachutes do nothing to slow down the kerbal. Link to comment Share on other sites More sharing options...
ss8913 Posted September 10, 2015 Share Posted September 10, 2015 radioactivated I'm now having this problem, although I wasn't having it 2 weeks ago. I think something with one of the newer FAR updates may have broken it... are you using FAR as well? Link to comment Share on other sites More sharing options...
EdusacconBR Posted September 11, 2015 Share Posted September 11, 2015 Another chute issue, but this time, the kerbal acelerates to nowhere and overheats when i click fully deploy chute Link to comment Share on other sites More sharing options...
Nansuchao Posted September 12, 2015 Share Posted September 12, 2015 The new version of FAR fixed the issue with the VNG parachutes. Link to comment Share on other sites More sharing options...
EdusacconBR Posted September 12, 2015 Share Posted September 12, 2015 I dont use FAR Link to comment Share on other sites More sharing options...
ThaZeus Posted November 16, 2015 Share Posted November 16, 2015 good for 1.0.5? Link to comment Share on other sites More sharing options...
gerishnakov Posted November 16, 2015 Share Posted November 16, 2015 I have an issue/quirk with Kerbals having two parachutes instead of one, both of which open when I hit jump+use. There are definitely two as I can also deploy them individually using the Kerbal's context menu. Any thoughts on the possible cause/solution? I'm using the plugin that removes the need for the parachute box. Link to comment Share on other sites More sharing options...
Sahadara Posted December 24, 2015 Share Posted December 24, 2015 Any chance a context menu option to activate the Eject could be added. I would appreciate being able to eject pilots to save them before having upgraded the relevant building (can't remember which it is) to unlock action groups. Link to comment Share on other sites More sharing options...
Nansuchao Posted December 24, 2015 Share Posted December 24, 2015 35 minutes ago, Sahadara said: Any chance a context menu option to activate the Eject could be added. I would appreciate being able to eject pilots to save them before having upgraded the relevant building (can't remember which it is) to unlock action groups. You can use the Abort command. By default the parachutes box works with the Abort. Link to comment Share on other sites More sharing options...
Sahadara Posted December 24, 2015 Share Posted December 24, 2015 5 minutes ago, Nansuchao said: You can use the Abort command. By default the parachutes box works with the Abort. Well I was referring to the eject module. I want it because it should be able to override the inability to EVA in the early game. I tried activating it with abort because it is set to that by default, but it seems you still need action groups for abort to work. Also, doesn't the parachute box just function to let Kerbals grab parachutes from it? This isn't what I need for emergency situations as I use the plugin to give kerbals chutes by default. Link to comment Share on other sites More sharing options...
Nansuchao Posted December 24, 2015 Share Posted December 24, 2015 In that case, I don't know... I usually don't play career mode... Link to comment Share on other sites More sharing options...
Sahadara Posted December 24, 2015 Share Posted December 24, 2015 (edited) 4 minutes ago, Nansuchao said: In that case, I don't know... I usually don't play career mode... Alright thanks anyways. I guess I'll just be VERY careful with my planning and flight before unlocking action groups and/or EVA. I hate it when my Kerbals die. Edited December 24, 2015 by Sahadara Link to comment Share on other sites More sharing options...
inigma Posted January 10, 2016 Share Posted January 10, 2016 Just had to share this here too... Sometimes GAP contract development can be quite fun... see link in my sig. Jebediah Corliss's skydiving school, Corliss Paraventures class out on a jump together as part of a career contract... Link to comment Share on other sites More sharing options...
Esquire42 Posted January 11, 2016 Share Posted January 11, 2016 Tried installing and reinstalling this mod and still can't get it to work. Is there some directory trickery? Link to comment Share on other sites More sharing options...
Block3y219 Posted January 11, 2016 Share Posted January 11, 2016 The link to the addon for auto equip parachutes isnt working, and i would really like it. Link to comment Share on other sites More sharing options...
inigma Posted January 11, 2016 Share Posted January 11, 2016 Did a few open air airplane (Command Seat only craft) skydiving test. I have all kerbals equipped with a chute with auto equip. One pilot, one jumper. When I bail and hotkey deploy the jumper, the jumper's chute opens, but the pilot's also deploys. This is because the pilot is in the range of deployment with the hot key when triggered. Can I submit an enhancement to have EVA Parachutes put a toggle on a Kerbal with an equipped chute to Group Deploy set by default to enabled... so I can disable Group Deploy for that one Kerbal when I need to? Link to comment Share on other sites More sharing options...
vardicd Posted January 14, 2016 Share Posted January 14, 2016 On 1/10/2016 at 1:57 AM, inigma said: Just had to share this here too... Sometimes GAP contract development can be quite fun... see link in my sig. Jebediah Corliss's skydiving school, Corliss Paraventures class out on a jump together as part of a career contract... A link to this mod in your contract pack as a hint to use this mod for your skydiving contract would be sweet. had to browse the forums to try and find a way to do the skydiving bit. wasn't too hard, but would have been nice Link to comment Share on other sites More sharing options...
vardicd Posted January 14, 2016 Share Posted January 14, 2016 (edited) Also noticed this link in the first post: There's now a little plugin that adds parachutes to any Kerbal without requiring parachute boxes -> *click me* (Doesn't replace anything, so you can just add/remove it whenever you want... but of course you have to install this mod first Also this doesn't use the R&D system and will give you parachutes from the very beginning. Is broken. anyone know where I can find this bit? Edit: also seems this mod might not work all the time? first couple of tests worked ok, but then randomly killed one kerbal on eject, and kicked the other onto an escape trajectory from the solar system, as soon as the parachute deployed. pretty sure poor valentina's parachute wasn't supposed to kick her out of the solar system. Edited January 14, 2016 by vardicd Link to comment Share on other sites More sharing options...
ZewelVonLelek Posted January 17, 2016 Share Posted January 17, 2016 Curiously, it was kind of hard for me to find the EVA loading post, as kraken probably messed up with things during the forum reorganisation... here should be the new one: http://forum.kerbalspaceprogram.com/index.php?/topic/23304-10vanguard-technologies-eva-parachutes-still-works/&do=findComment&comment=437400 Link to comment Share on other sites More sharing options...
legoclone09 Posted January 24, 2016 Share Posted January 24, 2016 Can someone make a version or a patch to make this use the stock Mk16 chute model/texture? I prefer that over this (it's just preference, yours is also great). Link to comment Share on other sites More sharing options...
RYU AZUKU99 Posted February 6, 2016 Share Posted February 6, 2016 The mod just will not work for me. I have the box set up on my craft and all but when i right click it in EVA nothing happens, absolutely nothing happens. Anyone have a fix Link to comment Share on other sites More sharing options...
inigma Posted February 13, 2016 Share Posted February 13, 2016 (edited) On 5/13/2015 at 1:01 PM, tg626 said: 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. Hey @tg626, it looks like @Kreuzung gave you permission to release your version of EVA Parachutes as a separate mod going forward: On 5/15/2015 at 2:58 PM, Kreuzung said: You can go ahead with your own version, I'm unlikely to update this anytime soon. So @tg626, how about releasing your modifications to this mod in a new updated thread? Edited February 13, 2016 by inigma Link to comment Share on other sites More sharing options...
MottScanley Posted February 26, 2016 Share Posted February 26, 2016 Has anyone used this mod with RealChute? If so, how well do the mods play together? Link to comment Share on other sites More sharing options...
tg626 Posted February 28, 2016 Share Posted February 28, 2016 On 2/13/2016 at 4:46 PM, inigma said: So @tg626, how about releasing your modifications to this mod in a new updated thread? Yeah.... I never really moved forward with that. Tho I might come back around to it, it won't be too soon (for one this, Realchute was making big strides at one point toward an EVA chute and I wanted to see what that was going to be... Link to comment Share on other sites More sharing options...
KerbalMan23 Posted March 23, 2016 Share Posted March 23, 2016 I have VanguardTechnologies.ddl, but not EvaParachutes.ddl is anything wrong? Link to comment Share on other sites More sharing options...
Recommended Posts