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Found 23 results

  1. I remember a mod some time ago that allowed you to recruit a larger verity of crew but can not remember what it was. Any help PLS?
  2. Note: this mod is a continuation of the mod by the same name by @RealGecko, found here. No Crew Requirement Continued A simple ModuleManager patch that eliminates crew requirements for manned vessels and/or the need to attach an unmanned probe to your spacecraft. Useful for automatic launches and docking of space station modules, rescue missions, etc. Requires ModuleManager. Initial author Initially created by Orbinaut, then continued by RealGecko, and finally myself, under GPL-3.0 license. Apparently, the old site gets replaced with an asterisk in posting, so I can't tell
  3. This mod aims to give players an immersive, semi-realistic experience in building near-term interplanetary and interstellar colony ships. The end goal is to provide parts that can be launched and assembled into kilometer-scale colony vessels, using rockets of a 10m or smaller scale. All textures, excepting emissives, are PBR materials, using Textures Unlimited shaders. I'm looking for co-conspirators--I have ideas of too large a scale to handle on my own. I'm confident I could make a nice mod by myself, but with some skilled partners, I believe we could make something really awesome a
  4. I managed to assemble my brand new shiny space station. It has a Mk 1 lander can as the central hub, with docking ports (normal size, not junior or senior) on all sides and science modules hanging off the side of those. After the station was built I launched a ferry craft to bring up the crew, docked, and then found that I could not transfer any of the crew out of my command pod into the lander can. Should the kerbals be able to transfer from the command pod to the lander can through the docking port? If so what actions do I need to take to "open" the docking port to allow transfer - does
  5. Hey. Having some small problems with the green "crew hatch" function that pops up whenever you have the cursor close to the Pod door. More often than not I'm trying to click on an antenna, experiment or even the pod itself for crew report and I end up opening the crew hatch (transfer) menu as the game assumes that I want to do it whenever I have my cursor near it. It also seems to happen when I'm trying to click on an object that's on the opposite side of the Pod door, so having or not an object between the cursor and the Pod door doesn't stop the "crew hatch" text from appearin
  6. Hello, I am using 64bit version of KSP 1.3.1 and my issue is that I can not hire any new crew members, It just doesn't do anything and in the top-right corner of the window it says 10/12 kerbals assigned even though this is a new sandbox save with only the 4 main kerbals (Link to the image) From what I have read it might be a problem with the save file. The issue occurs when i create a new save too, but I will leave a link to the save file either way. I also read that this issue occurs on both modded and unmodded versions of the game. But I did not find any fix that would work for
  7. I am currently working on a complex mission. I want to check if a certain Kerbal has entered a specific part of my vessel. However, as soon as I switch to that vessel, the node is triggered automatically, no matter where the Kerbal is. I have no idea how to fix this. Help? EDIT: if I add a "Kerbal boarded" check beforehand it works correctly. But this is not possible in the mission scenario I have planned. It would make no sense to EVA and board just to correctly transfer the Kerbal to its correct capsule.
  8. Hello! I just had an idea recently : I use KSP with FAR, procedural parts and procedural B9 wings. What if, instead of using stock cockpits and cabins etc. , we use to design aircraft with our own cockpits and cabins? We choose the shape, the diameter, the length, the texture and eventually the resources of the procedural part. The program calculates crew and resources capacities following the dimensions. Maybe even choose between a general aviation, an airliner, or spaceship IVA? While asking about such a thing, why not a procedural unmanned pod? Oh, my
  9. I had a really weird thing happen. I had a mission to put a kerbin in orbit for 30 days. So I made a ship, loaded it with food, water, and oxygen. Put Valentine Kerbin in it. Then launched it into orbit. All was fine until I went to bring her back after 30 days. She had somehow become a tourist. I have no clue how. I had no control over the ship or anything. I resorted to using notepad++ to edit the save and bring her down that way so she could be rescued. I tried to make her a crew member again by editing the save but the game would just convert her back into a tourist again. I got her
  10. Is it just me, or has anyone else launched a vehicle only to find that the wrong crew is in it after you manually assigned which crew you wanted in it AND saved that vehicle afterwards? I'm like, no KSP, I'm not an idiot, stop trying to replace my scientist with a pilot! Is this intended behavior or a bug? #HalfwayToMun
  11. I tried to deploy a KSP standard-issue Prospector Rover on the KSC runway with crew, but couldn't do it. There's a crew menu in the Spaceplane Hangar and the equivalent if you click the runway from the space center menu and select the craft and then try to crew it. I couldn't deploy crew by selecting the Green Tick on each crew member, nor by dragging the bod to the crew manifest on the left side. Is there a trick? All expert advice appreciated!
  12. As I am playing on a low-end laptop, I'm pressed to minimize the number of parts on my vessels. In a lot of cases I simply edit config files to make parts "denser" (for example, more weight, cost, and electric charge on batteries) instead of spamming the same parts, but fiddling with crew capacity causes issues. I need a low part count solution to building craft with 50-100 crew capacity for completing the TourismPlus hotel and casino contracts, and for transporting dozens of tourists to them without loading in 600 parts during docking. Ideally, I would like some 2.5m parts with 10+ crew capac
  13. whats your lighest vessel to go to the mun and bring crew back safely? my entry 2.498 Tons i spent quite while shaving 10kg's here 20kg's there for the past day or two, so i hope there isnt an obvious way to go any lighter without ladder exploits, best of luck
  14. Just a shower thought Particularly the mk1 passenger cabin can be really annoying, but there are plenty of times when it would be easier to get crew out of a part of the vessel that's just not where the cabin is. Clearly the crew can move around within the ship, since they'll happily transfer between pods, so this idea doesn't seem to break the established rules. Right clicking a hatch should have an option to "eva crew", bringing up the crew list (like clicking a hatch) and showing every kerbal on the vessel. Approaching a hatch with an eva kerbonaut and hitting B should either
  15. I've posted a challenge over in the gameplay challenges forum but I thought it could use a discussion thread. Here's the link: This thread is for discussion of different launch configurations to achieve a fully-reusable orbital shuttle with parallel staging. Lots of pros and cons to different configurations and engine types and recovery options, so I'm interested to see where the discussion goes.
  16. Specs: 2 crew, 4 passengers 2.400ms Dv after reach 100km Kerbin orbit Docking and Solar panels Docking RCS displacement (easy docking manoeuvres) Round Trip Kerbin Base -> MÜN/Minmus orbit -> moon to planet tranfer orbit, Kerbin orbit and reentry burn / engine landing assist to Kerbin Base TakeOff advices fly 10° pitch until reached 8000mt altitude change pitch to 15° at 8000mt altitude change pitch to 20° after at 3000 (when the R.A.P.I.E.R. toggle) finalise circularisation using Nerva Engine (key1) Keys To
  17. I think the Mk1 crew cabin should have a top and side (and maybe bottom) hatches like the Mk2 and Mk3 cabins and be mountable on the side of a vessel. Yes, I know it's from a private jet, and KSP is (more or less) focused on realism, but the hatch is on the top of the Mk3 (also the Mk2, but that doesn't exist IRL (yet)) cabin! Aren't commercial planes (AKA non-military/cargo) supposed to be evacuated as fast as possible in an emergency? I know there's a mod that adds a top hatch, but I never use the part because I mostly build fighters, leaving it to just take up RAM and storage until tha
  18. Kerbals can already enjoy performing e.v.a. - extravehicular activities. But, i.v.a. - intravehicular (is that a word?) activities are limited to menu commands and being permanently strapped into seats. Yes, you can transfer brave Kerbalnauts from one crew compartment to another, but, again, this is through menu commands. Or, if you have greater finesse and control than myself, through e.v.a. transit from one crew hatch to another... this specifically a riskier proposition on a station in orbit versus, say, a ground base or colony. And, this often runs the risk of the dread cloning glitch
  19. So one of my scientists was doing a tour of the base in a small rover, collecting all those sweet, sweet science points from every interesting feature*. He parked up against the VAB tanks, climbed out of his mobile lab and-- >warp< >stretch< >stretch< >poof< Some bizarre physics error caused him to flick into the air, stretch wildly in one direction, then another, then explode in a cloud of dust. I'm not complaining about the physics bork; I'm sure someone is already working on that. The question is: my crewman is now listed as "missing"**. He doesn't app
  20. I've been playing the same KSP save for a while and while I was building a station, I noticed the crew I ferried to the station weren't in the bottom right corner. I can't toggle the view with the "c" key to IVA, and the crew portrait is completely missing on every craft. I clicked the hatch and selected the crew to EVA, where they are registered, and when Jeb rolled out, he was fine. However, when he tried to get back in, the hatch registered that he was in but created a duplicate texture of Jeb still on the ladder. I tried to EVA Jeb again, but it said there was something obstructing the hat
  21. Is there a way to make a part require someone on the same vessel to work, but still have no space for crew. For example you have a command pod with crew, and this part (ex. ore converter) works, but if the the kerbal goes out, it stops working. I've thought about making the kerbal a resource, but don't think this would work And depending on crew type and experience, the better the output. thanks
  22. Specific impulse isn't nearly as important for SSTO designs as impulse density is...you can pretty much send the impulse density as high as you want as long as your engine T/W ratio is good enough. The Merlin 1D FT has T/W in spades, so why not build a really small SSTO powered by nothing more than a pair of Merlin 1Ds? Basic HTOL design. The pair of fixed air augmentation ducts should increase the specific impulse enough to effectively zero out gravity drag and aerodynamic drag and give the Merlin 1Ds an average specific impulse equal to the Merlin 1D vacuum specific impul
  23. http://steamcommunity.com/sharedfiles/filedetails/?id=611259379 http://steamcommunity.com/sharedfiles/filedetails/?id=611259296 How do I put people into my ship?? :c
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