Orphican Posted August 1, 2013 Share Posted August 1, 2013 Hey Kreuzung is there a way to make the ejection module eject more than 3 crew members? Im trying to add this to a capsule with seven crew. It performs as advertised but only for 3 crew members. This really is a great module by the way. Link to comment Share on other sites More sharing options...
Kreuzung Posted August 2, 2013 Author Share Posted August 2, 2013 You can use multiple modules Also, you can edit the number of ejects in the config file, it's also possible to set it to -1 to reuse it as often as you want.About the new version, I hate to say it but I'm lacking any motivation to work on this and I'll be on holiday for 3 weeks as well, so it won't come anytime soon... But it will come. Link to comment Share on other sites More sharing options...
Orphican Posted August 2, 2013 Share Posted August 2, 2013 You can use multiple modules Also, you can edit the number of ejects in the config file, it's also possible to set it to -1 to reuse it as often as you want.About the new version, I hate to say it but I'm lacking any motivation to work on this and I'll be on holiday for 3 weeks as well, so it won't come anytime soon... But it will come.Actually I dont really use the "ejection part" a lot. I usually add the module to manned pods cfg files. Sorry but im apparently blind tonight - where in the config file can I edit the number of ejects? I think we'll be ok with the old version for a while so enjoy your vacation. Link to comment Share on other sites More sharing options...
Kreuzung Posted August 2, 2013 Author Share Posted August 2, 2013 Eh... they should have a 'maxUses = <number>' line which determines how many it can eject... but I think I screwed up some config files.Anyway, you can just add that line to the MODULE{} node of the ejection module. Link to comment Share on other sites More sharing options...
Orphican Posted August 2, 2013 Share Posted August 2, 2013 (edited) Eh... they should have a 'maxUses = <number>' line which determines how many it can eject... but I think I screwed up some config files.Anyway, you can just add that line to the MODULE{} node of the ejection module.MODULE { name = ModuleKrEjectPilot [COLOR="#FF0000"][B]maxUses = 7[/B][/COLOR] MODULE { name = ModuleKrKerbalParachute //how much drag it has when fully deployed deployedDrag = 100 //minimum air pressure for deployment minAirPressureToOpen = 0.01 //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 = 1.25 //time in seconds it takes to deploy, or to go from semi to full mode deployTime = 0.33 } }After restarting KSP (reloading from the debug menu had no effect and I kept trying it for like an hour ><) this worked! Thanks for the help Kreuzung. Edited August 2, 2013 by Orphican I = DERP at cfg editing. Link to comment Share on other sites More sharing options...
Zeroignite Posted August 7, 2013 Share Posted August 7, 2013 I know ages ago that someone did a retexture to remove the flat yellow texturing, but it seems to have been lost to the depths. Anyone have a copy handy? Link to comment Share on other sites More sharing options...
Kreuzung Posted August 8, 2013 Author Share Posted August 8, 2013 Sorry to say, I definetly have them but I can't access them now, my PC is a 10 hour train journey away and I don't seem to have them in my Dropbox (maybe in some .zip but it doesn't sync properly, and you cannot browse zip files on the web site without having to download them all which is a PITA). Link to comment Share on other sites More sharing options...
Tyren Posted August 8, 2013 Share Posted August 8, 2013 Do...Need...this...mod! I have some Kerbals sitting in a dead space Station and i am too dumb for Docking...so i will drop them then ;D Link to comment Share on other sites More sharing options...
boberts314 Posted August 8, 2013 Share Posted August 8, 2013 Is there any limitation involving speed or gs on the ejection module? A couple of times now I've had a mission go up and found that the ejection module won't activate on the way down. I know ages ago that someone did a retexture to remove the flat yellow texturing, but it seems to have been lost to the depths. Anyone have a copy handy? Yellow? I'm not sure what you mean. Link to comment Share on other sites More sharing options...
Javster Posted September 1, 2013 Share Posted September 1, 2013 Is there any way to open parachutes when the Kerbals eject? Or a way to open all the parachutes of nearby Kerbals? Link to comment Share on other sites More sharing options...
Zeroignite Posted September 1, 2013 Share Posted September 1, 2013 Space + F opens the parachute of all Kerbals within physics range, last I tested. Link to comment Share on other sites More sharing options...
jpkerman Posted September 2, 2013 Share Posted September 2, 2013 For fans of this plugin, MrTheBull (Space Factory) has just released a Vostok so there has been debate in that thread of this plugin to simulate the ejection and separate parachute landing of the Kerbalnaut. Link to comment Share on other sites More sharing options...
wolfiie Posted September 2, 2013 Share Posted September 2, 2013 Ahh, this mod was the last thing i needed! I'm so happy to have found this, now I can send a kerbal at relativistic speeds (not really ) towards Kerbin and then not worry about them dying (for the most part) Link to comment Share on other sites More sharing options...
goldenpeach Posted September 2, 2013 Share Posted September 2, 2013 (edited) Could we have the option to cut the parachute?Also,I don't know if it is a bug but after I used the jection moduel to land on the VAB building,I tried to jump of the roof and press [space]+"f" to open the parachute(Jebediah love base jumping) but the parachute doesn't open(although on the GUI it is shown as "ready").PS:Is there a way to edit the ejection module so it eject the kerbal vertically?PS2:Is there a way to edit the ejection module so it don't give a parachute to the verbal(I use the plugin that give a parachute to the kerbal when they are doing an EVA). Edited September 2, 2013 by goldenpeach Link to comment Share on other sites More sharing options...
KerbMav Posted September 3, 2013 Share Posted September 3, 2013 OK, I dont know what did it, but when this mod first failed me, I made several changes and now it works - at least what I tested: the auto-equipping of Kerbals and the right-click menu deployment of the chutes - the F-space still fails me, checked settings, F is use, space is jump - I didnt try the parts yet.I rearranged and redownloaded some stuff:EVAParachutes and VanguardTechnologies dll's, \parachute and both part folders under \GameData\VNGrenamed Textures to textures (Win7)chose to use the VanguardTechnologies.dll you postet 2 pages abovehttp://forum.kerbalspaceprogram.com/showthread.php/25305-0-20-2-0-21-0-Vanguard-Technologies-EVA-parachutes-Finally-updated-%28Jun-4%29?p=524885&viewfull=1#post524885 Link to comment Share on other sites More sharing options...
KerbMav Posted September 6, 2013 Share Posted September 6, 2013 Found these commands in your cfg - are these mod specific or standard?Although putting it in my part.cfg made it fail.//x and y scale for when in semi mode... so the actual parachute area in semi mode is semiDeployedFraction^2semiDeployedFraction = 0.25//thought it whould be nice if the chute was higher in semi modesemiDeployedHeight = 1.25Id like to write a part.cfg that deploys twice and uses different sizes for the chute: a small semideployed drogue, a small deployed chute and a bigger real chute - maybe in two colors - for stack and radial.I managed to get the functionality I want, but I fear just the cfg hacking will not be enough for the visuals I want? Link to comment Share on other sites More sharing options...
Kreuzung Posted September 8, 2013 Author Share Posted September 8, 2013 Are you trying to use this on normal spacecraft parachutes?These parameters only work on my custom EVA parachute module, which might or might not work on spacecraft, it should but I haven't tested. Link to comment Share on other sites More sharing options...
KerbMav Posted September 8, 2013 Share Posted September 8, 2013 Yes, I have been trying to make my own parachutes combining a drogue and a normal one - but just by editing the cfg file.http://forum.kerbalspaceprogram.com/showthread.php/48905-2in1-drogue-parachute-Module-problemI got the functionality I wanted, but making it look like it works as it works behind the scenes ... seems to take more than that. Link to comment Share on other sites More sharing options...
Chirality Posted September 25, 2013 Share Posted September 25, 2013 I know what this plugin/addon needs to make it fresh again. It needs Wingsuits. Link to comment Share on other sites More sharing options...
Kreuzung Posted September 25, 2013 Author Share Posted September 25, 2013 If I knew how to aerodynamics But yeah, wingsuits whould be epic for VAB basejumping and should definetly be doable.BTW, thanks for motivating me to continue coding on the new 2.0 version^^ Link to comment Share on other sites More sharing options...
Mihara Posted September 27, 2013 Share Posted September 27, 2013 I think I've stumbled on a problem in the current version of Vanguard Technologies plugin...Background: I'm using this light and I want it to be toggleable from EVA and still consume resources. Currently, only your plugin promises this functionality. So I replace ModuleLight with this:MODULE { name = ModuleKrAnimation extendAnim = DeployableLight-10 extendGUI = Light On retractGUI = Light Off actionGUI = Toggle Light EVA_Range = 5 speed = 0.5 state = false energyConsumptionExtended = 0.002 } Turns out that a) It always starts turned on, no matter what I set the "state" variable to, and when I turn it on, the animation runs again. This in itself might be an artifact of the model, (is it?) but "energyConsumptionExtended" also doesn't appear to consume resources. Closer examination of the source reveals that not only the resource consumed is hardcoded to be "ElectricCharge" (which is kinda limiting, but ok...) but energyConsumptionExtend would request a resource called "Energy" (does that exist?). And I'm not sure if RequestResource actually consumes the resource requested...Am I not seeing something obvious or is there a genuine bug in there? And if there is, where is it? Link to comment Share on other sites More sharing options...
Pigbear Posted September 27, 2013 Share Posted September 27, 2013 Kreuzung, you are the savior of kerbals. Be proud of yourself. Link to comment Share on other sites More sharing options...
Kreuzung Posted September 27, 2013 Author Share Posted September 27, 2013 >PigbearThx^^>MiharaI never even bothered to look into the .21 compatibility of that module since it seemed to have lost it's popularity. These errors seem to be all my fault ("Energy" was the resource used by the ancient ElEnergy plugin, anyone remember that one?), Guess I'll have to look into that...For some reason the dumbest nickname ever, "Kreuzung", is already taken on GitHub, and what I thought could be my artist name gives a band as first result... Note to self: Don't expect your name to be unique because it's "far too random" Link to comment Share on other sites More sharing options...
Mihara Posted September 27, 2013 Share Posted September 27, 2013 I never even bothered to look into the .21 compatibility of that module since it seemed to have lost it's popularity.I'd say that is undeserved, considering that I have bumped into the particular problem of replacing ModuleLight with something more flexible more than once, and there are a few other uses I can think of that no other animation module currently available can do, like a foldable delta glider. Link to comment Share on other sites More sharing options...
Kreuzung Posted September 27, 2013 Author Share Posted September 27, 2013 Ok, I have fixed that Energy/ElectricChare thing, but I can't seem to fix the animation starting in the wrong position. I actually think I failed on that a few times in the history of that module, though the last time I worked on it is long ago. I have an idea how to fix it in the model which I posted in that light's thread. Link to comment Share on other sites More sharing options...
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