jimmyjack Posted April 27, 2014 Share Posted April 27, 2014 Is there a fix or a way to not have the kerbal die when he gets out of the seat or goes eva in space. My kerbals just blow up and die, I don't want to get rid of the mod but I can't keep killing kerbals like this. Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 29, 2014 Author Share Posted April 29, 2014 Is there a fix or a way to not have the kerbal die when he gets out of the seat or goes eva in space. My kerbals just blow up and die, I don't want to get rid of the mod but I can't keep killing kerbals like this.Someone is going to have to post a modlist and/or a craft file for me to even look at this, it's not a bug I'm getting so I can't do anything about it till I get a proper bug report! Link to comment Share on other sites More sharing options...
Roxette Posted April 29, 2014 Share Posted April 29, 2014 (edited) Someone is going to have to post a modlist and/or a craft file for me to even look at this, it's not a bug I'm getting so I can't do anything about it till I get a proper bug report!OK, it's definately an issue with the seat fix + KJR Edited April 29, 2014 by Roxette Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted April 29, 2014 Author Share Posted April 29, 2014 If thats the case, KJR might be adding extra joints between each part rather than strengthening that joint. I'll have to ask Farram some time about this. I wasn't aware though that KJR was even still in use, I thought this was abandoned in 0.23.5. Link to comment Share on other sites More sharing options...
KerbMav Posted April 29, 2014 Share Posted April 29, 2014 ..Saw this mod, noticed it overwrites the Squad files, made a .cfg for MM, came back here to post it ... But yes, the {} for PART has to envelope everything. Link to comment Share on other sites More sharing options...
Jetenginestar Posted May 2, 2014 Share Posted May 2, 2014 As you can see, Economy class is not the most comfy place in the airplane, particularly when It's fully loaded Link to comment Share on other sites More sharing options...
Justin Kerbice Posted May 2, 2014 Share Posted May 2, 2014 If thats the case, KJR might be adding extra joints between each part rather than strengthening that joint. I'll have to ask Farram some time about this. I wasn't aware though that KJR was even still in use, I thought this was abandoned in 0.23.5.in 0.23 with KJR, my kerbals also "poofed" when leaving the seat (XYZ has collide with seat...) Link to comment Share on other sites More sharing options...
Azimech Posted May 2, 2014 Share Posted May 2, 2014 ... And suddenly kerbals don't appear anymore. Maybe something to do with Module Manager 2.0.7? I'll update to 2.0.8 or roll back to 2.0.5 when I get home & check again. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted May 2, 2014 Share Posted May 2, 2014 Also, it doesn't works with Kerbtown launchpad selection, need to be confirmed, the launchpad is reverted back to standard KSP ones (launchpad & runway). So we can have filled seats... or distant spawn point, can be hard to choose. Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted May 4, 2014 Author Share Posted May 4, 2014 Also, it doesn't works with Kerbtown launchpad selection, need to be confirmed, the launchpad is reverted back to standard KSP ones (launchpad & runway). So we can have filled seats... or distant spawn point, can be hard to choose.I'm not sure why it would interfere with this - SeatFixer doesn't do anything until physics unlock is confirmed. Are you sure its this mod doing it?... And suddenly kerbals don't appear anymore. Maybe something to do with Module Manager 2.0.7? I'll update to 2.0.8 or roll back to 2.0.5 when I get home & check again.Are you sure there is enough space for them to spawn? Try deleting the seats and placing them again in an open area, and see if that solves the issue.http://i.imgur.com/V9GWK9I.pngAs you can see, Economy class is not the most comfy place in the airplane, particularly when It's fully loaded lol'd, this is fantastic. Looks like when a lot of Kerbals are used this can summon the Kraken.What I'd hope is that enough people would spread the idea around that Squad will pay attention to the idea and actually add this to the game stock, as it's always going to be a bit hacky the way it had to be done here. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted May 4, 2014 Share Posted May 4, 2014 I'm not sure why it would interfere with this - SeatFixer doesn't do anything until physics unlock is confirmed. Are you sure its this mod doing it?I don't know what was goind on on that time but I was wrong I think, as I've done a more thorough test today, with all four possible conditions (with-without kerbals, with-without kerbtown launch site), and all works as expected, no issue.One other issue I encounter is warping while on a suborbital flight on Mun, cause kerbal to be stretched and ejected (ripped off would be more appropriate ) from the seat on unwrap and uncontrollable at all (but here is KJR which cause some trouble as one input lock is KJRLoadLock), I use warpunlocker (10x near ~20km altitude) Link to comment Share on other sites More sharing options...
Roxette Posted May 13, 2014 Share Posted May 13, 2014 (edited) I've identified another cause of exploding kerbals on leaving the seat, and it can happen in different circumstances for the same reason - that the position the kerbal is spawning to on leaving the seat is colliding with part of the vessel structure. I spent a while determining by experiment how exactly the parameters in the part configuration file need to be changed to move the spawn point :// ejectDirection = x, y, z// x,y,z set where kerbal spawns after leaving seat// x = distance from seat, positive to right, negative to left// y = 1 = spawn distance ignore structure// y = -1 = spawn distance = clear of structure immediately surrounding seat// y = -2 = spawn distance = clear of furthest vessel structure// z = distance from seat, positive to forward, negative to rearBy setting these appropriately you can avoid kerbal explosions (and kerbals inconveniently falling from tall structures). Edited May 13, 2014 by Roxette Link to comment Share on other sites More sharing options...
kebabsoup Posted May 16, 2014 Share Posted May 16, 2014 OMG! When I clicked that download link, I was afraid I was going to get rick'rolled. Aaaaaand no???? IT's actually for real???? Wooooooooooaaaaaah! THanks! You are my heerooooo! Link to comment Share on other sites More sharing options...
jtaylor996 Posted May 23, 2014 Share Posted May 23, 2014 I like this mod, but now I'm trying to leave Eve with Jeb hauling a ton of experiments, and it wants me to dump them all before he can board the seat Link to comment Share on other sites More sharing options...
Gaalidas Posted May 23, 2014 Share Posted May 23, 2014 A few annoyances with this addon that I experienced was that with Texture Replacer, and its "no-helmet in atmosphere" feature, upon entering non-atmospheric conditions the kerbal doesn't update its helmet status. The guy running that plugin says he won't touch that. it's led me to simply choose not to use this mod and, in fact, not even use those command seats for anything that would ever have a reason to go into non-atmospheric conditions. also, in orbit they always exploded when leaving the seat.... except for that last one that simple spawned on the other side of the ship after ejecting... with his helmet off too. bleh. Link to comment Share on other sites More sharing options...
BossSquirrelz Posted June 1, 2014 Share Posted June 1, 2014 Please, does anyone have the non-spaceport download?. I need this mod. Link to comment Share on other sites More sharing options...
PolecatEZ Posted June 1, 2014 Share Posted June 1, 2014 A few annoyances with this addon that I experienced was that with Texture Replacer, and its "no-helmet in atmosphere" feature, upon entering non-atmospheric conditions the kerbal doesn't update its helmet status. The guy running that plugin says he won't touch that. it's led me to simply choose not to use this mod and, in fact, not even use those command seats for anything that would ever have a reason to go into non-atmospheric conditions. also, in orbit they always exploded when leaving the seat.... except for that last one that simple spawned on the other side of the ship after ejecting... with his helmet off too. bleh.Does it update the status when you save and reload, or vessel switch in the command center?-------Also, does this mod cover all instances of KerbalSeat or just the one? The Escape Pod in the D12 pack uses the seat logic, and this bug sounds like it would make a nice feature actually. Even enclosed in the little cylinder with the glass door shut, they insist on leaving their helmets on. I haven't seen any documentation that allows them to take it off like you can with regular IVA's. Link to comment Share on other sites More sharing options...
problemecium Posted June 1, 2014 Share Posted June 1, 2014 GAH! Why did I have to discover this plugin TODAY, the day after SpacePort dies? D:I second the motion for a non-spaceport download. Link to comment Share on other sites More sharing options...
calantlar Posted June 8, 2014 Share Posted June 8, 2014 Could somebody (preferably the Author of the mod) Upload this to curse or any other alternate site so we can get it? Link to comment Share on other sites More sharing options...
mike9606 Posted June 8, 2014 Share Posted June 8, 2014 I think TouHou Torpedo's license keeps anyone but him from uploading it, and for some reason he was so heavily against of the shutting down of the crappy site that was SpacePort he as of now has decided to let his mods die with SpacePort. Link to comment Share on other sites More sharing options...
Space Scumbag Posted July 22, 2014 Share Posted July 22, 2014 Still no update? I would like to have this mod. It seems to be very useful. Link to comment Share on other sites More sharing options...
cpast Posted July 22, 2014 Share Posted July 22, 2014 TT took down all his mods as a protest against the shutdown of Spaceport; his mods are neither maintained nor legally available for download anywhere. Link to comment Share on other sites More sharing options...
Azimech Posted July 22, 2014 Share Posted July 22, 2014 If there weren't any alternatives ... but there are lots! Dropbox for example. I can't understand why someone needs to be emotional over something which isn't affecting gameplay in any way. Link to comment Share on other sites More sharing options...
jebodiah1976 Posted August 4, 2014 Share Posted August 4, 2014 (edited) Is there a way to bring back this mod please?Or at least get a copy of it somehow (dropbox etc) Edited August 4, 2014 by jebodiah1976 Link to comment Share on other sites More sharing options...
Jahulath Posted August 13, 2014 Share Posted August 13, 2014 Is there a way to bring back this mod please?Or at least get a copy of it somehow (dropbox etc)https://www.dropbox.com/s/zpn2ivc0c636rmf/uploads-2014-04-TTSeatFixer_v0.1.zip Link to comment Share on other sites More sharing options...
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