Search the Community

Showing results for tags 'crew'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 22 results

  1. 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 and new. In the cards are: Integrated science labs--contain multiple science experiments, but require more charge to operate and cost more than normal labs. Will have a progression from a very small 1-kerbal lab to a 6-person upgrade of the stock lab, with higher data capacity and a new "particle accelerator" experiment, an endgame experiment. Intended to reduce part count, make landers more compact (with the small labs, about the size of a 1.25m IOR 2.5m lander can), and encourage bringing kerbals places, especially in life-support contexts, where it is often best to send probes and return with data. 100m up to, possibly, 1km habitation rings (the 1km variant will require a new plugin, so I'm getting to that later), deployed either in collapsible or hybrid modular-collapsing format. Large solar sails, hopefully with baked cloth-ish-looking animation Medusa variant Orion nuclear-pulsed-propulsion drives, with different aesthetics than that produced by RoverDude Large, aesthetically-pleasing observation decks (I believe I've figured out a way to manufacture and employ them without sacrificing structural integrity IRl) Massive deployable greenhouses, for purposes of self-sufficiency Solar panels befitting a 1km to 5km craft Fusion thrusters (which may have a .cfg with a boolean for power drain, in the event that someone installs Near Future Electricity) Large, non-annular habitation modules, hopefully with lovely aesthetics Possibly an array of "manufacturing/recycling/repair" modules which would be used to keep a vessel running over the course of hundreds or thousands of years; Draws on resources present in the current version of the game Components in the mod would be assigned specific amounts of each resource, if to be recycled if they "break" too badly to be repaired, and could optionally be applied procedurally to stock/other-mod parts by mass and category. Repair uses small amounts of materials carried on board to repair broken parts Recycling fixes badly broken parts, and reduces material costs of repair Manufacturing consumes materials, but only at a very low rate provided a recycling module is present. Manufacturing allows you to keep your kerbals happy on voyages with durations >2 years. Obviously, a happiness system would be required for this to be of use; I imagine a very simple one might have kerbals change classes from "scientist", "pilot", or "engineer" to something humorous like "curmudgeon" or "defector". Possibly an expansion focusing on large-scale industrial operations on the Mun, on relocated comets, on Duna, or on exoplanets (provided a planet pack is installed) to provide materials like "plutonium" and other things that would be politically difficult to put in space in real life. Resources for repair/manufacturing Resources for returning from other stars, or from outer planets (deuterium, tritium, lithium, H3, plutonium, hydrogen), or for high-speed resupply in between solar systems, or before exiting Kerbin's gravitational well but after an initial burn, in order to attain a higher velocity and shorter trip). Perhaps a kerbal aging system, so that Jebediah doesn't somehow travel the hundred or thousand year journey to Gliese 667 Cc. This would, of course, be dependent on having doctors or med-droids and a small hospital wing. What I've done so far (I had started out just thinking I'd make a mod with some cool fusion propulsion parts): Fusion thrusters Fusion fuel A 5 meter crew capsule A 100m ring habitat (fits in a 10m fairing, using a realistic deployment scheme that would allow one to stow non-inflatable components and fittings inside prior to deployment). What I'm currently working on: A big darn Medusa nuclear-pulsed-propulsion system. Big darn solar panels. Big darn greenhouses. Big darn crew quarters and recreation area (9m diameter, 40m length--so about the size of the SpaceX BFS). Big darn observation deck (I guess you could also host extremely expensive talks or conferences there). Big darn solar sails. A lot of these ideas are quite ambitious, but I think they'd enable a really interesting style of play not before seen in KSP (or any game, for that matter). Dependencies, thus far: Textures Unlimited (Credit to Shadowmage) Stockalike Station Parts Expansion Redux (bundled .dll, credit to Nertea)--DO NOT NEED TO DOWNLOAD Community Resource Pack UPDATE: Cleaned files to load faster and be "slimmer". Also added CRP dependency/compatibility. Download or contribute at my github repository More images and video of parts thus far Licensing
  2. 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 this need to be done before or after docking? I did manage to EVA out all the crew and get them settled but that was kind of a let down to be honest. Basically the setup was Lander Can:Docking Port -><- Docking Port: Mk2 Command Pod.
  3. 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 appearing. I'd suggest that either we have another button to open the crew hatch menu (it's the same button to interact with every other object on the craft at the moment) or that we disable this function by complete, accessing the crew transfer window either through an App to the right of the screen or through the Pod menu itself (being together with "crew report" and all the other actions). Thanks.
  4. 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 me. Files: Save: https://www.dropbox.com/s/zhmnx78pm6lbjmb/persistent.sfs?dl=0 Output_log: https://www.dropbox.com/s/wmr3cmkgo2o7l8c/output_log.txt?dl=0 Mod List (visual mods not included): https://www.dropbox.com/s/6ah4heciww3opoo/Mods.txt?dl=0 If you need any other log etc. please tell me.
  5. 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.
  6. 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 God, I am so excited about this! I know it could be VERY, VERY hard to create such a mod, though.
  7. 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 down but she got no experience for it. Has anyone else had this problem?
  8. 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
  9. Note: this mod is a continuation of the mod by the same name by @RealGecko, found here. Another Note: this mod will likely not be updated until KSP 1.4, unless you want some feature or I come up with something. 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 you where. New Feature Every command pod also receives level 0 SAS. Download http://spacedock.info/mod/715/No%20Crew%20Requirement%20Continued Installation Merge GameData content with your KSP installation's GameData. Requires Module Manager. Source This mod is the source, it's a config file. Delete previous version before installing 1.0.1 Notes: In KSP 1.2 unmanned command module will be treated as probe and will have Remote Pilot Assistance available. However as it is still a mannable command pod it will not have Hibernate feature and will still consume electric charge as usual Changelog
  10. 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!
  11. 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 capacity and some 3.75m parts with similar capacity. The Mk3 crew container obviously fits these parameters, but I would like something that fits into the other form factors. Edit: I'm specifically looking for parts mods that are compatible with 1.1.3, although advice on config editing is also 100% welcome.
  12. 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
  13. 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 bring up a the transfer highlighter so you choose where they go, or just put them in the nearest cabin that has a space and we'd take it from there ourselves.
  14. 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.
  15. 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 Toggle Nerva Toggle R.A.P.I.E.R. Toggle R.A.P.I.E.R. Mode Open docking and extend Solar Panels Landing advices if you are using MechJeb (not included on ship file) select KSP and change the target longitude to 73° On atmosphere set SAS to RAD+ and keep turn angle to 0° at 30.000 set to prograde and start landing manoeuvres (or activate SpacePlane autolanding) Download here https://kerbal.curseforge.com/projects/translunar-crew-transport
  16. 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 that one time I need it. Recently, I've started playing career mode more, and I need that part for Jeb because he rides shotgun to Bob. Bob gets out mid-flight to reset the science containers (I place the Science Jr. right behind the Mk1 Command Pod to keep him from flying off. It's probably the most Kerbal thing I've ever done) and leaves the plane pilotless. I still don't want to use the mod because it is just that - a mod, and my career save is superstock - only should-be-stock mods like KER, RCS Build-Aid, and Hangar Extender. I guess the point I'm trying to make is there's no point not to have it, and it would make Mk1 planes a whole lot more useful for most things
  17. 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 (which can then create a Kerbal kraken if said clone becomes detached... a Kerbken or a krakbal?). I would love to be able to move around inside crew compartments more freely, controlling a Kerbalnaut in a similar fashion to e.v.a. It would be fun to float about, look out through the porthole windows, see other Kerbals floating about, or even interact with various objects within a crew compartment (what IS in those storage compartments? heh). This would also add more of a base/colony feel (walking about, inside and out) to... well, bases and colonies. I realize there are a LOT of challenges and obstacles to this. - It seems the interiors of crew compartments are actually represented with 2D images and giving the illusion of being a 3D volume through the use of... um... parallax? - More graphic modeling = more lag - This would require another mode of commands (in addition to construction, orbit, docking, e.v.a., etc.) So, yes, this is more wishful thinking than expectation. Still, it would be a cool feature to have and experience.
  18. 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 appear on the list in the Tracking Station, and he definitely exploded into a cloud of dust so... my questions would be: Is he actually "missing", as opposed to "dead"? Is he recoverable? How? Thanks in advance... * - But not, of course, the pond beside Admin. Or the flag pole, tanks, etc. by the launch pad. Their omission is... odd. ** - Not "dead", like his predecessor who happened to be on the ladder of a craft when it was recovered. Seriously, what's the deal with that?
  19. 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 hatch. I tried switching to the Phantom Jeb, but the vessel switcher claimed there was nothing there. So, I can't view the IVA or EVA because it locks the hatches. Can someone help me fix this issue?
  20. 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
  21. 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 impulse. Kerolox is fairly dense so the craft is small, but heavy at 128 tonnes in only a 22-meter-long ship. HTOL requires pretty heavy landing gear, which increases dry mass, but thanks to the small overall size the payload fraction remains close to 1:1 with a total mass to LEO of 6 tonnes. Use VTOL with lighter landing gear and the payload mass jumps, but you lose the ability to take off and land from any large runway. You want to keep that in case you use this as an antipodal hypersonic suborbital transport. Rolling takeoff is to gain airflow through the augmentation ducts, not build up speed for aerodynamic lift. Payload looks like it should be just about enough for a 7-crew ISS ferry.
  22. http://steamcommunity.com/sharedfiles/filedetails/?id=611259379 http://steamcommunity.com/sharedfiles/filedetails/?id=611259296 How do I put people into my ship?? :c