Static Line Parachutes
by JDripstein
1.3.1
Changes - The static line is refused from a landed or very low aircraft. The canopy spawns six metres under the seat, so with the aircraft on the ground it was being put inside the terrain and the server stalled fighting it. A pull now needs 15 m of clear air under the jumper, measured straight down and counting a deck or rooftop as ground, and a jumper who is too low sees a TOO LOW hint with the height instead of nothing. Server setting
- Game Version
- 1.8.0.13
- Created
- Mon, 07 Sep 2026 21:01:01 GMT
- Last Modified
- Mon, 07 Sep 2026 21:01:15 GMT
1.3.0
Changes - Three guards at the end of a jump. If the canopy's landing request arrives while the jumper is already seated in another vehicle, or another system is in the middle of seating them, it is treated as a hand-off: the canopy is released, nobody is pulled out of the seat they are in now, and there is no landing damage. No canopy or bag is ever deleted while a character is still attached to it; the jumper is detached first, the detach is verified, and the entity is left standing rather than deleted under them. And a pull is refused while a vehicle entry is pending on the jumper, from the game or from ACE, so two seats can never race for one character (server setting, on by default)
- Game Version
- 1.8.0.13
- Created
- Mon, 07 Sep 2026 16:05:39 GMT
- Last Modified
- Mon, 07 Sep 2026 16:05:45 GMT
1.2.0
Changes - The parachute slot in the inventory now reads "MST Parachute" instead of the internal name that leaked through as "Macs Parachute". Loadouts saved under 1.1.0 by a loadout editor that keys on the slot type may need the parachute re-added once - Airdrop API for other mods. A mod can ask the parachute component to put a standing player under a canopy of its choosing, poll the seat, then commit or abort, and it does so by name through the script module, so it never has to list Static Line Parachutes as a dependency and keeps working without it. CPO Frontline's airdrop reinsert is the first caller. An airdrop variant of the T-10 ships for that use: the same round canopy and the same slip on A and D, tuned to bloom over a jumper standing on the ground rather than under an aircraft. The static line jump, the bag and the T-10 canopy are untouched
- Game Version
- 1.8.0.13
- Created
- Mon, 07 Sep 2026 15:25:49 GMT
- Last Modified
- Mon, 07 Sep 2026 15:26:01 GMT
1.1.0
Changes - Prontos Parachutes is no longer required. Its T-10 canopy, rig, animation set, loadout slot and flight code are now carried inside this mod under the same licence, with full credit to Pronto and to Alphaegen's Parachute Framework, so the mod installs as one item. It still loads cleanly next to Prontos Parachutes: nothing of theirs is overridden any more, the two bags are different items and the two parachute slots are separate, so a server that runs both keeps both - The parachute bag is now this mod's own item, listed in the US arsenal as "T-10 Static Line Parachute". Loadouts saved with the old Prontos bag keep the Prontos bag if that mod is still loaded, and otherwise need the new one picked once - Internal: with the upstream code in-house there is a single parachute component on the player controller instead of an active subclass beside a neutralised original. Upstream's own landing request now reaches this mod's handler on ground contact, alongside the landed watch that already ended every jump
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 11:29:19 GMT
- Last Modified
- Sun, 06 Sep 2026 11:29:39 GMT
1.0.0
Full release and feature addition: The mod is feature-complete and stable: the seated static line proven at any airspeed on keyboard and controller, the manual mid-air opener with honest on-screen verdicts, slip control, landing cleanup, litter collection, and no shared-prefab claims left to conflict with anyone. 1.0 marks that state; nothing else changed since 0.2.10 except the slip feature below. - The canopy can be slipped. Hold A or D, or push the stick left or right, and the canopy slides sideways at up to 2.5 m/s without turning, which is how a round parachute is actually flown: you do not steer a T-10, you pull the risers on one side and slip it. Slipping costs lift, so a held slip sinks about 1 m/s faster. It uses the movement inputs the game already has, keyboard and controller alike, and only answers to the jumper actually riding the canopy
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 11:13:29 GMT
- Last Modified
- Mon, 31 Aug 2026 11:13:31 GMT
0.2.10
Fixes - The mod now brings its own canopy prefab instead of re-classing the shared T-10 canopy. Same canopy, same flight, new address: the parachute bag points at our prefab, which inherits Prontos' T-10 unchanged. Removes the one hard conflict with mods that also override the shared canopy, such as the 7Cav Systems parachute stack, where two mods setting different root classes on the same prefab meant one of them would have lost its canopy code.
- Game Version
- 1.8.0.10
- Created
- Sun, 30 Aug 2026 21:59:28 GMT
- Last Modified
- Sun, 30 Aug 2026 21:59:31 GMT
0.2.9
Fixes - The canopy is a plain solid parachute again. Releases 0.2.7 and 0.2.8 made it selectively intangible to stop supply drop crates riding it, on a diagnosis that turned out to be wrong: those crates deploy in mid-air about a tenth of a second after they spawn, in every build tested, including builds that predate all of that work, so no canopy was ever involved. Both changes are reverted. This also restores the canopy's collision with the ground, which the intangible version gave up, and returns the jump to the shape that flew best
- Game Version
- 1.8.0.10
- Created
- Thu, 27 Aug 2026 13:16:19 GMT
- Last Modified
- Thu, 27 Aug 2026 13:16:23 GMT
0.2.8
Fixed - Supply drop compat, second pass: a deployed canopy is now a ghost except while its jumper is actually above it, so a falling crate passes straight through instead of being caught, in every phase of the jump. The 0.2.7 rider sweep was the wrong mechanism and is removed. A crate that happens to fall through the exact catch window while the jumper is boarding can still land on the canopy, which is deliberate
- Game Version
- 1.8.0.10
- Created
- Thu, 27 Aug 2026 11:55:48 GMT
- Last Modified
- Thu, 27 Aug 2026 11:55:50 GMT
0.2.7
Fixed - RHS Supply drop compat: Deployed canopies no longer catch falling objects. The canopy parks itself under the jumper to end the fall state mid-air, and that same surface could catch anything else that fell onto it: a supply drop crate landed on a canopy, matched its descent, and hung there in the sky until the canopy left. The canopy now checks for non-player riders while it lives and slides them off, so crates and equipment fall through and land, while the jumper still gets the mid-air seat as before
- Game Version
- 1.8.0.10
- Created
- Thu, 27 Aug 2026 10:50:55 GMT
- Last Modified
- Thu, 27 Aug 2026 10:50:58 GMT
0.2.6
Changes: - Controllers can static line. The jump button (Xbox - A, PS5 - X) now triggers it from a passenger seat, same as space on keyboard. The seat binding is custom because the game disables the normal jump input inside vehicle seats, and the previous release only carried the keyboard half
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 21:33:24 GMT
- Last Modified
- Mon, 24 Aug 2026 21:33:30 GMT
0.2.5
Changes: - Description changes - The "too fast" message now actually appears. It was on a four second timer with a do-not-show-on-the-ground rule, and a fast low bailout is a two and a half second story: the jumper was down with the jump already over before the timer looked. The verdict now fires the moment the jump resolves, however short it was, and the timer remains as the early warning for jumpers still falling at four seconds
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 18:14:54 GMT
- Last Modified
- Mon, 24 Aug 2026 18:14:57 GMT
0.2.4
Changes - Mac's Parachutes is now Static Line Parachutes. Same mod, same workshop item, only the name: it has grown into a complete static line system and the title says so - A failed mid-air opening is no longer silent. When the canopy comes out but cannot catch you, a few seconds later a hint says so: you were moving too fast, and the seated static line is the jump that works at any speed. The old "jump was refused" hint still covers the case where no canopy came at all, and neither hint fires once you are on the ground - The automatic canopy on leaving the aircraft is off. At real airspeed the game cannot seat a falling jumper into the canopy, so the auto-open spent the chute and left the jumper falling next to it; the seated static line has no such problem at any speed and is the supported jump. Press JUMP from a passenger seat, ride the canopy out. The jump key still works as a deliberate mid-air opener after a bailout, best at low speed, and the automatic capture remains available to server owners as a component setting
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 17:47:26 GMT
- Last Modified
- Mon, 24 Aug 2026 17:47:29 GMT
0.2.3
Changes: - Fixed the canopy being cut away seconds after a seated static line jump, dropping the jumper mid-air. The upstream "has landed" flag is not a ground sensor: it latches on any contact while the seat is occupied, and the aircraft hull right above the freshly spawned canopy latched it at jump start, so the landing watch read the jump as already over and set the jumper down where they were, which was the sky. The watch now measures the actual ground below the canopy, contact with a vehicle no longer counts as landing, and leaving the helicopter seat no longer counts as leaving the canopy - Delivers the seat and key changes the 0.2.2 package was supposed to carry: 0.2.2 was accidentally built from stale files, so it still bound J instead of JUMP and accepted the static line from any seat, crew included. Space from a passenger seat is now genuinely the input, crew seats genuinely do not respond, and the seat hint only appears in passenger seats
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 16:38:18 GMT
- Last Modified
- Mon, 24 Aug 2026 16:38:22 GMT
0.2.2
Changes: - The mod is now static line only, and the whole freefall machinery is gone: the manual pull, the fall brake, the position rail, the falling detector and the automatic low-altitude opening - Jumping is one motion. From a passenger seat, press JUMP and you leave the aircraft under canopy. Or simply exit a helicopter in flight, off the ramp or by ejecting from a seat, and the canopy opens by itself as you separate, which is what a static line is. Both work on every platform with no keybinds to learn - Crew seats do not respond to the jump key, so a pilot cannot leave the aircraft unmanned by brushing it; crew who bail out get their canopy from the exit opening like everyone else - A hint with the input appears when you sit in a passenger seat wearing an unused chute - The jump key also works as a manual opener in mid-air, under the same rules as the automatic one: an unused chute, clear air underfoot and enough height - Leaving a helicopter parked on the ground deploys nothing, and neither does stepping onto a rooftop pad: the opening requires height below you and clear air underfoot. A player without a chute falls exactly as vanilla intends - The canopy no longer stays standing in the field after landing. The landing cleanup turns out to have been silently broken all along, so every jump now has a dedicated watch: once you are out of the canopy, or it has landed with you still in it, you are set down, the jump ends and the canopy is removed
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 15:39:47 GMT
- Last Modified
- Mon, 24 Aug 2026 15:39:50 GMT
0.2.1
Changes: - STATIC LINE. Sit in any helicopter seat with an unused parachute and press J: the canopy deploys below the aircraft moving with it, and you are transferred from your seat straight into it, never touching the falling state. This is the smooth way out of a fast aircraft. A hint with the keybind appears when you sit down wearing a chute, and the jump key could never have worked for this because seats disable the character input context entirely. Helicopters only. If the direct seat-to-seat transfer does not take, you are ejected by teleport and re-seated a moment later; the log records which path ran - The emergency descent is gone. Previously a failed pull still slowed the jumper and floated them to the ground unharmed, which is why people kept ending up standing in a field instead of under a canopy. Now a refused pull is a refused pull: you keep falling, a hint tells you why and to pull again, and the pull re-arms itself. No canopy, no rescue - The fall brake now engages only once the server has confirmed the canopy is coming, never on the jumper's own optimism - The walking-pace cap while wearing a parachute now lifts automatically while aboard a vehicle and reapplies on exit. The cap is for hauling a packed chute around on foot; inside a moving aircraft it could only ever interfere with the cabin floor tracking under the character
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 14:56:18 GMT
- Last Modified
- Mon, 24 Aug 2026 14:56:24 GMT
0.2.0
Changes: - STATIC LINE. Sit in any seat with an unused parachute and press jump: the canopy deploys below the aircraft moving with it, and you are transferred from your seat straight into it, never touching the falling state. This is the smooth way out of a fast aircraft. If the direct seat-to-seat transfer does not take, you are ejected by teleport and re-seated a moment later; the log records which path ran - The emergency descent is gone. Previously a failed pull still slowed the jumper and floated them to the ground unharmed, which is why people kept ending up standing in a field instead of under a canopy. Now a refused pull is a refused pull: you keep falling, a hint tells you why and to pull again, and the pull re-arms itself. No canopy, no rescue - The fall brake now engages only once the server has confirmed the canopy is coming, never on the jumper's own optimism - The walking-pace cap while wearing a parachute now lifts automatically while aboard a vehicle and reapplies on exit. The cap is for hauling a packed chute around on foot; inside a moving aircraft it could only ever interfere with the cabin floor tracking under the character
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 14:33:50 GMT
- Last Modified
- Mon, 24 Aug 2026 14:33:53 GMT
0.1.12
Changes: - Walking the cabin of a moving Chinook is safe from this mod now, and the real cause is fixed rather than guessed at. A character standing in a walkable interior is parented to the vehicle, and that is now the first check everywhere: a player aboard an aircraft cannot pass the falling test, cannot have a pull accepted on either side of the connection, and the descent systems refuse to act on them outright. Previously the clearance check measured to the vehicle's centre, which the ramp of a thirty-metre airframe sits well outside, so a fast flight leg could pass every clause and the descent machinery would drag a standing walker through the hull in a ragdoll-looking fall - The fall brake no longer gives up while the canopy is still on its way. The deploy round trip on a busy server measured over a second, longer than the brake was willing to wait, so it quit mid-jump and the jumper fell the rest of the way at full speed - A pull eaten by the server disagreeing about aircraft clearance now re-fires by itself once the jumper has fallen further, instead of being silently lost - Pulling immediately after ejecting from a seat with double-tap X now works: the press is held and fires the moment the falling test passes, instead of being lost in the first half-second after the eject
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 14:13:52 GMT
- Last Modified
- Mon, 24 Aug 2026 14:13:55 GMT
0.1.11
Changes - Walking around inside the CH-47 is untouchable by this mod now, at any speed. Whether a player counts as falling is no longer an instant guess from a single check but a tracked state: they must be out of any seat, descending faster than six metres a second sustained, have dropped more than ten metres from where the descent began, and have no vehicle within eight metres. A player in the cabin always has the airframe around them, so nothing this mod does can touch them; a jumper separates from the aircraft within the first second and passes cleanly - A seated passenger in a fast-descending helicopter is doubly protected: they are in a seat, and they are inside the airframe - The server applies the vehicle-clearance rule too, so a pull cannot be accepted from inside or against a hull on either side of the connection - The automatic low-altitude opening now actually works: it had been reading the character physics velocity, which sits at zero for the whole fall, so it could never fire. It now uses the same tracked descent the rest of the mod uses
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 13:46:03 GMT
- Last Modified
- Mon, 24 Aug 2026 13:46:05 GMT
0.1.10
Changes - Walking inside the CH-47 is back to normal. A jumper standing in the walkable cabin is not "in a vehicle" as far as the game is concerned, so a space press could deploy inside the hull and drag them through the floor; a pull is now refused while standing on anything at all, cabin deck or rooftop, and only a genuinely airborne jumper can open a canopy - The catastrophic fast-jump failure is fixed. Waking the character's physics body removed the fall's built-in speed cap, so real gravity took over, one jumper reached 115 metres a second and was dragged through the sea floor; the physics body is now left alone and only the descent rail moves the jumper - The brake no longer runs when the server refused the pull. Previously the jumper's own game could start slowing and steering them while no canopy was coming at all, which planted them on the ground with nothing overhead - The helicopter's navigation lights no longer block a pull; anything that is part of a vehicle now counts as the vehicle - The under-feet platform stays level rather than tilting with the falling pose, which should keep it underfoot at speed
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 13:31:16 GMT
- Last Modified
- Mon, 24 Aug 2026 13:31:21 GMT
0.1.9
Changes - The canopy now waits for the brake to bite before it appears, so it blooms overhead on a jumper already at parachute speed instead of trailing beside one still doing aircraft speed - After a moment overhead, the canopy slides under the jumper's feet. Landing on it ends the game's falling state, which is the one thing that has blocked every attempt to seat a falling player all along; the pending seat request then succeeds immediately and the jumper rides the actual canopy down, in the air, as intended - Ending the jump on the ground remains only as the fallback for when that mid-air seat still does not happen
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 13:11:18 GMT
- Last Modified
- Mon, 24 Aug 2026 13:11:23 GMT
0.1.8
Changes: - The canopy opens overhead rather than at your boots, and it snaps to you from its very first frame instead of trailing visibly behind on a fast aircraft - Landing while the canopy is still unseated now simply ends the jump. Previously you would touch down and then be teleported up into the canopy a moment later
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 12:52:43 GMT
- Last Modified
- Mon, 24 Aug 2026 12:52:45 GMT
0.1.7
Changes - The descent is now slowed by moving the jumper directly, every frame, rather than by asking the character physics to do it. The physics accepts the request and then the movement system ignores it, which the previous build proved by converging the physics to parachute speed while the jumper measurably kept falling at thirty metres a second. This is the same approach the game's AI paradrops use: a rail, not a pilot - The helicopter's own exhaust smoke no longer blocks a pull. It cost 480 milliseconds and fifteen metres on a live jump before the retry recovered it - A spent bag no longer arms the pull-retry machinery, and the bag diagnostics only log when the situation changes, so holding the jump key down no longer fills the log - Every log line now carries the mod version, so a pasted log excerpt identifies its build
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 12:34:23 GMT
- Last Modified
- Mon, 24 Aug 2026 12:34:27 GMT
0.1.6
Changes - The fall brake now actually bites. A falling character's physics body turns out to be switched off, so the previous build was reading a descent of zero and never pushing back; the brake now measures the real fall from movement, switches the physics body on the way the Scenario Framework's own paradrop does, and then slows the descent as designed - The brake reports both what the physics believes and what the world measures, once a second, so any remaining gap between them is visible in the log - The jump key only engages the parachute logic at all when you are actually carrying a parachute, and only when airborne or aboard a vehicle. A player without a chute falls exactly as vanilla intends, an ordinary hop stays a hop, and mashing the key does nothing extra
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 12:14:31 GMT
- Last Modified
- Mon, 24 Aug 2026 12:14:33 GMT
0.1.5
Changes - The canopy now catches you the moment you pull, however low and however fast the aircraft. It turns out the game will not place a falling player into any vehicle seat until they stop falling, which is why every jump so far only attached at ground contact. So the mod stops waiting for the seat: from the instant the pull is accepted your fall is braked to canopy descent speed, and the canopy flies formation on you until the game gets around to seating you, in the air or on touchdown. Either way you come down at parachute speed - The low fast jump, the hardest case, is exactly what this fixes: previously you free-fell the whole way and were only saved by the protection window
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 12:00:07 GMT
- Last Modified
- Mon, 24 Aug 2026 12:00:10 GMT
0.1.4
Changes - A pull is now held until you have fully cleared the aircraft. The animated exit from a fast-moving helicopter takes longer to finish than it looks, and an entry into the canopy cannot begin while that exit is still playing; the pull now waits for it and fires the moment you are clear, for up to four seconds - The canopy is no longer deleted while a late entry might still be coming. If seating has not happened after both attempts, the canopy is kept and watched for up to fifteen more seconds; a jumper who reaches it late keeps it, and it is only removed once it is genuinely abandoned. This also removes the case where the canopy vanished mid-entry and left the jumper stuck in a half-played animation - The log now records whether the jumper was still in an exit transition at the moment of the pull, which is the measurement the next fix depends on
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 11:45:03 GMT
- Last Modified
- Mon, 24 Aug 2026 11:45:07 GMT
0.1.3
Changes: - The jumper is now seated in the canopy by the server, the same way Game Master moves players into vehicles. The old path asked the jumper's own game to climb in and retried until it worked, and it turns out that call cannot seat a character who is falling: it only ever succeeded at the moment the jumper hit the ground, which is where the "teleported back up into the canopy after landing" report came from - If the jumper does make it into the canopy just as the safety net is giving up, the canopy is kept rather than deleted out from under them
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 11:30:01 GMT
- Last Modified
- Mon, 24 Aug 2026 11:30:03 GMT
0.1.2
Changes - Fixed the jumper still being left falling beside their canopy when the first seating attempt fails. The safety net that replaces the canopy and tries again needed the parachute bag it was deployed from, and the housekeeping that removes used bags had already deleted it, so the retry gave up and deleted the canopy instead. Bag removal now waits until the jumper is confirmed aboard, and the retry no longer needs the bag at all - The canopy replacement now happens after two seconds rather than three, which matters on a low jump where every second of fall counts - The server log now confirms a successful seating and how long it took, so a healthy jump and a rescued one can be told apart
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 11:08:39 GMT
- Last Modified
- Mon, 24 Aug 2026 11:08:42 GMT
0.1.1
Fixes for problems found on the first live drop. - Jumpers are no longer left falling beside an empty canopy. The canopy was being held on the jumper by force during the handoff, which fought the engine as it tried to seat them; a second later the safety net decided seating had failed, destroyed that canopy and made another one lower down, and the jumper never got into either. The canopy now simply holds its opening velocity until the jumper is aboard, with no forcing, and the safety net waits three seconds and checks repeatedly before it replaces anything - Taking the parachute off at an arsenal no longer leaves you stuck at walking pace. The speed cap was only re-checked when the bag's own inventory hook fired, so removing or destroying a worn bag any other way left it applied with no chute on your back. It is now re-checked once a second and corrects itself however the bag left
- Game Version
- 1.8.0.10
- Created
- Sun, 23 Aug 2026 22:28:05 GMT
- Last Modified
- Sun, 23 Aug 2026 22:28:17 GMT
0.1.0
- Game Version
- 1.8.0.10
- Created
- Sun, 23 Aug 2026 21:32:53 GMT
- Last Modified
- Sun, 23 Aug 2026 21:32:55 GMT
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