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  1. AirlockPlus v.0.0.11 @ 2019-06-02 Localizations available 中文 ・ 日本語 ・ español ・ русский ・ français ・ Deutsch ・ italiano ・ português (Brasil) Functionality AirlockPlus allows the use of any airlock on a vessel in conjunction with any crew part on the vessel: A kerbal on EVA can use any airlock to board any part of the vessel, not just the part that the airlock is attached to. A kerbal in any part of the vessel can go EVA using any airlock on the vessel, not just the airlock(s) on the part that they currently occupy. All of this happens seamlessly -- no need to manually transfer kerbals between parts. Works even if the airlock part is already full of other kerbals. With this mod, it becomes possible to use crew cabins that don't have airlocks, and airlock parts that don't have any crew capacity of their own. Boarding When an EVA kerbal is at an airlock, in addition to the usual command of "[В] Board", you are also presented with these options: Auto boarding: [Shift+B] Board into any available part -- even if the airlock part is full, the kerbal will be able get on board as long as there are seats available elsewhere on board the vessel. No guarantees on which seat s/he will end up in, though. Manual boarding: [Ctrl+B] Select part to board into -- this emulates the stock crew transfer behavior: you get to click on the part you want the kerbal to go into, even if it is not the same as the airlock part. Use this if you want more control over specifically where the kerbal ends up. Alighting Clicking on an airlock ("Crew Hatch") in stock KSP opens a dialog box that lists only the kerbals in the airlock part. With AirlockPlus, you can hold down the modifier key while clicking on an airlock (i.e. Alt+Click on Windows; Opt+Click on Mac). This will instead list all kerbals in the vessel, allowing you to take them on EVA from the selected airlock. If you have Community Trait Icons installed, AirlockPlus will display an icon next to each kerbal's name to indicate their crew type (i.e. pilot, engineer, scientist or tourist). The stock crew hatch dialog box is also augmented with these icons. Notes Boarding Respects keyindings in your game settings if you've bound the "Board" command to a different key other than "B". "Shift" and "Control" keys are bound by default to EVA RCS controls, so you should grab the airlock and turn off RCS first. [Shift+B] / [Ctrl+B] may sometimes be possible even when [В] isn't. This means AirlockPlus trigger detection is more lenient than stock. I'm not complaining... =Þ Just like stock crew transfer behavior, the manual boarding option will lock all other controls besides the camera, until you have selected a valid destination, or cancelled boarding by pressing [Escape]. Manual boarding mode will automatically terminate and return control to player if the kerbal drifts away from the airlock while waiting for the player to select a destination part. Boarding works for the Inflatable Airlock from Making History DLC even when not deployed. This is not intended and may be fixed in a future version. Alighting There may be a split second delay before AirlockPlus replaces the stock airlock interface. This is normal, nothing to worry about. Mod Compatibility This is not an exhaustive list. It only covers mods that have been selected for testing due to concerns about potential interactions. Interoperable mods Tested and known to play well together with these mods without conflict. Community Trait Icons Optional dependency used by AirlockPlus to display crew type icons next to kerbal names. Connected Living Space Supported. If CLS is installed, instead of being able to board/alight to/from any part of the craft, you will be limited to those parts that are connected to the airlock according to CLS rules. EasyBoard Excellent synergy: EasyBoard can be used to assist in grabbing on to airlocks/ladders before using AirlockPlus to board the vessel. Kerbal Crew Manifest No conflicts. Kerbal Inventory System Crew inventories are correctly preserved when boarding/alighting using AirlockPlus features. Ship Manifest No conflicts. Download v0.0.11 for KSP 1.7.x - 1.3.x Requires Harmony (v1.2.0.1 included in download) Requires Module Manager (please obtain separately) Community Trait Icons is strongly recommended Localizations available: 中文 ・ 日本語 ・ español ・ русский ・ français ・ Deutsch ・ italiano ・ português (Brasil) Installing Delete older version, if any. Keep your existing Settings.cfg to have your existing settings migrated to the new version. Download and place contents of GameData into your installation's GameData folder. (Optional) Download and place localization file(s) for additional languages(s) in AirlockPlus folder, if desired. (Recommended) Obtain and install updated copy of Community Trait Icons if you want crew type icons next to kerbal names Ensure you have appropriate version of Module Manager installed for your KSP version. Support All support requests must be accompanied by full logs. CKAN users are requested to reproduce reported issues using a manual install. License AirlockPlus source code, compiled binaries, and configuration files are © cake>pie Localizations are released under a Creative Commons CC-BY-SA 4.0 International license. You may make and distribute media (e.g. screenshots, gameplay videos, etc.) that portray AirlockPlus in use. You may monetize such media; if you do, a mention and link here would be much appreciated. This software is provided "as-is", without warranty of any kind. The author/maintainer is under no obligation to provide maintenance, support, updates, enhancements, or modifications. For mod updating in the absence of the author/maintainer: see here for details. All other rights are reserved. Acknowledgements The following people contributed to localizations: 中文: Summerfirefly 日本語: EBOSHI русский: KerbOrbiter, Teilnehmer español: GonDragon français: Rezza Goan Deutsch: Nils277 italiano: Simog português (Brasil): Spricigo Changelog v 0.0.11 2019-06-02 add Harmony dependency replace many horrible ugly brittle hacks with safer patch-based approaches spawning EVA now uses patches on FlightEVA to feed correct data to hatch obstruction tests instead of tampering with passed arguments fix spurious results from FlightEVA.hatchInsideFairing being fed wrong information due to stock limitations fix strange positioning/orientation behavior of spawned kerbal probably caused by tampered data in passed arguments patch KerbalEVA to disable stock command hints during manual boarding instead of brute force removal at every frame patch KerbalEVA to safely disable stock boarding when auto boarding encounters full vessel instead of outright disabling of KerbalEVA patch CrewHatchDialog postfix to provide notifications when the dialog is ready/terminated discard hacks for checking if CrewHatchDialog populated and ready for hijack/augment rework timeout logic for matching airlock mod+click input handling to stock CrewHatchDialog spawning better cleanup when hijacked CrewHatchDialog is closed instead of only when EVA button pressed add crew type icons to stock crew hatch dialog when spawned via crew transfer PAW action rather than clicking airlock v 0.0.10.9 2019-05-10 pre-release of v 0.0.11 v 0.0.10 2019-04-24 fix a bug related to input locking fix issue caused by ExperienceTrait.TypeName being localized fix kerbals in external seats being included in CrewHatchDialog fix inactive/unconscious kerbals being listed in CrewHatchDialog fix Connected Living Space AllowUnrestrictedTransfers setting not being respected new approach for closing CrewHatchDialog on EVA button pressed settings file: generated new if absent, migrate from old version if present new setting: allow boarding screen messages to be turned off new setting: allow Connected Living Space integration to be turned off minor localization tweaks for: Russian, Spanish, Chinese new languages: French, German, Italian, Brazilian Portuguese optimization, code gardening and updating for API changes v 0.0.9 2017-06-25 new approach for checking if crew hatch dialog is ready for hijack add support for Community Trait Icons (CTI required) show crew type icons next to names when alighting (CTI required) add crew type icons to stock crew hatch dialog perfectionistic layout tweaking v 0.0.8 2017-06-06 fix spurious results from FlightEVA.HatchIsObstructed handle more corner cases when things go kaboom optimization / code gardening localization updates for: Japanese, Russian v 0.0.7 2017-06-02 add support for Connected Living Space handle corner cases when things go kaboom while waiting for player input manual boarding copes with unexpected changes to vessel while awaiting part selection alighting not possible if the vessel breaks apart while dialog box is open, causing the airlock part and the part containing the crew member to be separated alighting not possible with kerbal who died or passed out localization updates for: Chinese, Spanish v 0.0.6 2017-05-26 localization support added recompiled for KSP 1.3 v 0.0.5 2017-05-22 now checks for EVA prohibitions due to Astronaut Complex level / Tourist type fix alighting features not being available when the active vessel lacks control stock "command hint" messages (e.g. "[В] Board") no longer show when in manual boarding mode pre-emptive changes to keyboard input handling for 1.3 compatibility fix my shameful missing break statement v 0.0.4 2017-05-17 new feature: kerbals from any part can exit to EVA using any airlock green highlighting of parts on mouseover should now be properly disabled when manual boarding is used, and restored properly afterwards v 0.0.3 2017-05-12 much better solution for keeping our command hints displayed switch from Input.GetKey to Input.GetKeyUp to prevent spam-calling boarding functions when key is held down prevent stock boarding from being registered alongside auto boarding, which causes "spurious" stock "Cannot board a full module" message appearing alongside our auto boarding "Cannot board a full vessel" v 0.0.2 2017-05-07 respect EVA boarding keybinding from game settings functionality will now be disabled when in map view turn off stock CrewHatchController UI properly when in manual boarding mode fix my stupid NRE caused by Mouse.HoveredPart being null upon mouseout in manual boarding mode v 0.0.1 2017-05-06 initial dev release compiled for KSP 1.2.2
  2. Has anyone else experienced this phenomenon, where you begin firing the jetpack while on the surface of a body like The Mun or Minmus, and your Kerbal sticks to the ground for a second before flying up? Is it something to do with the new surface textures? EVA Jetpack sticking Another seemingly related issue is that the EVA Jetpack will not fire if you are moving forward--you must release the 'W' key and then activate the jetpack. In the video, I am trying to activate the jetpack to no avail while running forward. I do run with mods but I also was able to reproduce these issues with all mods removed.
  3. EVA Info Pane v0.0.2 @ 2019-05-07 This mod is in a prototype stage. It currently only has very barebones functionality and may be somewhat buggy. It is nonetheless being offered for download as a pre-release as it may be of use even in its current embryonic state. The final product will obviously be much more polished and configurable. Please do not bother me with feature requests at this time. I have already planned this out mod thoroughly and have 3 pages of design notes to work through and implement. ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Acknowledgements Thanks to @xEvilReeperx for assistance with a crucial technical gotcha. ~ ~ ~ ~ ~ License All rights reserved ~ ~ ~ ~ ~ Download EVA Info Pane v0.0.2 for KSP 1.7.x (probably backward compatible, I haven't checked) Dependencies: Community Trait Icons is required and must be obtained separately. Installation: Delete older version, if any. Place contents of GameData into your installation's GameData folder. Source: GitHub Changelog: v0.0.2 ~ 2019-05-07 ~ KSP 1.7.x Prototype v0.0.1 ~ 2019-05-01 ~ KSP 1.7.x Prototype
  4. DrRafa

    EVA

    1st Person EVA
  5. I came across an odd event last night and wanted to see if anyone else has seen it. I believe this was the first EVA since starting 1.11.2; I had a kerbanaut run out of monoprop only moments after starting EVA. I restored and tried again, and this time checked the monoprop level immediately after sending her out. The resource showed only 0.26 units, instead of the usual 5. Boarding and returning to EVA didn't change the amount of monoprop in the pack - I had to change out her EVA pack with another kerbanaut on board. I confirmed that there was plenty of monoprop available for the entire ship, including the Lander Can that she was exiting from, as well as electrical power. And as I recall, using the new pack, when I had her board (after jetting around a bit) and exit again, the monoprop resource showed it was full again (5.00 units). My impression was that EVA packs refill the moment the kerbanaut boards the vessel. Am I wrong? Or did this just change with 1.11.2 and I can't find it in the notes?
  6. I place a probe core, antenna, and solar panel on an upper stage with fuel in orbit to deorbit it but i can't control it. I don't know if any of my mods would affect this im wondering if anyone has the same issue, the probe reads "no telemetry"
  7. I have a Munbase and a lander next to it, i need to remove a fuel line from the base and install it between 2 part on the lander My engineer has done EVA construction in this mission and it used to work, but since i loaded back into that mission today, when i press "i" i go in construction mode but i cannot change from "place" mode to "move" or "rotate" i click the button to change mode and it does blink and refuse to be activated, i am stuck in "place" mode (since my ship has no extra fuel line in storage i NEED to reuse the ones on the base , this is what EVA construction is for, i dont want to send an an entire mission out for one fuel line)
  8. Link to logs: https://drive.google.com/drive/folders/1DcPnmDxYbb9xG9BTki_IiXL6GfNCsuQ1?usp=sharing (You will want to go to the 01/17 - 17/01 for you non Americans - folder) When I try to EVA my crew I get a B9 part switcher warning immediately and my poor kerbal is destroyed along with my aircraft. I also dont switch perspectives and I am still controlling what's left of the craft. I am not even sure if my kerbals are truly "dead" as their portrait is still there but staticy like they had just come back. I did have a successful EVA earlier in my play through so I will roll back my mods to see if I can tease out what the issue is but I am still new at kerbal crash logs so if one of you gents/gals/persons is free and willing to give it a glace for me I would apricate it. I tried to make the log playthrough as straightforward as possible and get right to the bug and alt-f4 out when it did its damage. The only other things might be me before hand is recovering my vessel and trying a different one to see if that helped. But that might have been the the previous play through. I will post back here if anything develops. Please let me know if you have any thoughts or suggestions.
  9. Hey everyone, just a little bug i found: i landed on the mun and went on an EVA, but both my kerbals won't stop sliding, even after switching to a vessel in mun orbit. it seems as if the game thinks they are in orbit/ doesnt realise they landed? one of them even has his arms straight out like he is floating in space... i clipped it for you, as you can see they also go straight through landing legs and whatever i do i cant control it. i already reverted and after dinner im going to try again. Any help preventing this would be great!! EDIT: this is version 1.10.1, i recently reverted the game update 1.11 via the beta's menu in steam. no mods were recently updated so i dont think that it is a mod issue. this is my first mun landing since the revert. everything else seems to work great.... as long as i stay above the ground using the EVA jetpack all is working fine. but once i touch the ground im stuck to the ground and sliding EDIT #2: reverting to a savegame before landing didn't help... Thanks , parpar78
  10. I am really enjoying the new EVA construction tools. I started a new campaign and just came back from two missions using the new EVA abilities. a mission to add Parachutes to my Minmus lander (I forgot to add parachutes during initial construction) allowing me to complete the land-back-on-kerbin-with-a-vessel-that-landed-on-Minmus quest objective and, another mission to add Batteries, Solar Panels, and Baguettes to a Mun lander so it could fly back to Kerbin and complete the land-back-on-kerbin-with-a-vessel-that-landed-on-The Mun quest objective. I really enjoyed both missions and I find the new EVA construction really neat and fun and useful. However, I ran into a few bugs/issues that were frustrating: You have to park really close to do the ship-to-ship construction (which is fine (but difficult without docking ports)). When I parked my Engineer on the ladder of either craft, it seemed like he added random impulses to the craft making it impossible to steer them next together and stay stationary. (was his jetpack helping with RCA to stabilize or something?—if so, can it not?) Therefore, I had to float freely to do the construction, this made it challenging to place the pieces where I wanted (which is fine and expected) but I miss-clicked with a solar panel and it got placed randomly in space next to the craft and gave the craft a huge impulse in a random direction. So, you know, thanks!
  11. EasyBoard For KSP 1.8.x - 1.10.x Easy way to board a vessel! Description EasyBoard simplifies boarding a vessel for kerbals. The board key "B" and the grab ladder key "F" work as a toggle. When "B" pressed in EVA your kerbal will wait until you take him to any crew cabin or command seat. Once airlock or command seat reached your kerbal will automatically go in. Additional features: 1. Skipping debris and flags when you switching vessels with " [ " and " ] " keys. If you really need to switch to debris - hold Mod(Alt) key additionally. 2. Fixed camera jump-away-effect when boarding vessel. 3. "Herd Instinct" - mass kerbals intentions. Hotkeys: RightCtrl+B and RightCtrl+F. All kerbals will be ordered to board any vessel / grab any ladder. How to use 0. Go to EVA with any kerbal, take a small stroll. 1. Press "B" using keyboard. You will get the notification "<kerbal name> wants to board". And/or press "F" key - you will get the message "<kerbal name> wants to grab a ladder". 2. Take kerbal closer to airlock or command seat (or to ladder to grab it). 3. Go back to forum thread and like this post. Done. Short video demonstration Сollecting kerbals Download SpaceDock GitHub Also mod is available in CKAN Source code GitHub Licence GPLv3 Change log Please see the GitHub releases page
  12. My friend wanted me to do this because it was a really cool visor, but this is NOT MINE. The original idea and image is from a old old forum, and i'm just reposting it for new players. Steps: Download the mod TextureReplacer. I suggest you do this with CKAN. Then, once the TextureReplacer mod is in GameData, open it. Then go to default, and open it. Paste the image below into Default, and enjoy the results. GameData<TextureReplacer<Default. If something went wrong let me know and i'll try to help you fix it. Image:
  13. hi, hi have a problem with KSP version 1.10, with these mod installed: extraplanetary launchpad kas Kerbal engineer redux darkMultiplayer kerbalism KIS mechjeb2 planetary base and now when i exit to perform a EVA the kerbal has no monopropellant in the EVA tank. could it be a feature of one of these mod that i oversaw while i was installing them or is it a bug?
  14. PS4, Radial preset, in career mode. For context to give some idea where I am: n00b, maybe a month-2 months in (they're still reviewing my posts I'm so new, ha), having a blast - flags all over the Mun and Minmus, one unmanned rocket currently stuck around Duna (in accidentally polar orbit, probably enough fuel, and ferreting out how to get back). So I'm on a mission that requires a surface sample from 3 locations on the Munar surface (Alpha, Beta, Gamma), being quite new to this still I don't yet have a rover and not yet dialed in on landing at a desired spot, so on a mission like this I'm on foot (from various too-far distances like 7 km, 4 km, etc.). I have seen this every time, reproducible 100% for me. Upon returning to my lander each time so far (4 attempts), I find the lander has left the surface and is slowly tumbling and floating up and away (straight up) at .2 m/s. On 2 of the occasions I had enough MP left to get up to the lander, grab on, board, etc., however nothing affects it in any way, 100% thrust does nothing, it seems to be 'outside of physics' at that point, and I'm wondering if I've just gotten far enough away from my lander (or away too long? Maybe time is a factor?) that it maybe behaves the same way spent stages do when they get far enough away, which I've read means physics are no longer applied to an object beyond some x distance away. No screenshot handy but it's just a lander floating upside down 20 or so meters off the surface. No human is apt to attempt to reproduce this but am checking to see if anyone else has run into this - it's obviously a bug, and I'm at the point where I am not sure if I should keep trying to land closer to see if it's the distance or if I should skip it and move on. Overall I am enjoying this immensely (perfect quarantine filler!), some platform-specific idiosyncrasies aside I think they've done a beautiful job porting the controls over. Porting a keyboard to a PS4 controller can't be an easy thing to do.
  15. I want to keep this topic very concise and to one simple point. I love the EVA parachute system for Kerbonauts. They recently saved the day when I brought the rescue craft for two Kerbals stranded in Munar orbit piloted by Jeb back to Kerbin. When I descended through the upper atmosphere I wondered why the parachutes didn't show up in the stage stack. Well, the craft was mainly designed and launched to stay in space and be a shuttle in the Kerbin system - no chutes on that thing. But on to my point: Kerbals lean their feet the wrong way when steering. As of version 1.9 Kerbals lean their upper body left when making a left turn, which is fine, but they stretch their waddly legs to the right, which is wrong. A paraglide can be steered by shifting one's mass. This is done by bending the whole body to the left or right, depending on the intended direction. This problem should have a very quick fix: Swap the leg animations for left and right turns. This is my first post on the forum, so feedback is very welcome. I started playing KSP just one month ago and have played it for 300 hours since.
  16. Hi, I’m relatively new at KSP. I’ve been doing sandbox but switched to science mode. When I splash down on Kerbin successfully the EVA button is unavailable. I was hoping to collect some science outside the capsule. I am able to EVA in space. Do I need to unlock EVA on Kerbin for some reason? My capsule is intact and upright. Mk1 Command Pod. Thanks.
  17. Ok, I would like to present to y'all my latest orbital construction pod. Behold, the Gymotis Orbital Construction Pod! This latest design utilizes robotic parts to enable a great deal of control never seen before in an orbital construction pod. At least compared to my earlier designs. It does require practice or training, but experience acquired can be valuable. Breaking Ground Expansion is required to use this design. Feel free to build other designs using this as a foundation. Specs: Mass: 3.286t Cost: 9,636 Parts: 53 Monopropellant (RCS Equipped): 255 Electric Charge (with solar panels): 850 Double Advanced Inline Stabilizers (To provide torque as two gyroscopes for heavier modules) YouTube Demonstration: Download Link: https://www.dropbox.com/s/rtog2ggcpj8qtpg/Gymotis OCP.zip?dl=0
  18. The WalkAbout mod allows you to take an available kerbal from the Astronaut Complex and have him/her placed outside any door at the KSC (see Placement, see note 6). It also allows you to move your kerbal around without having to hold down the W-A-S-D keys (see Perpetual Motion below). Download from SpaceDock Placement: You can activate WalkAbout from the Space Centre scene by pressing ctrl-W. The WalkAbout seclections screen will appear. 1 - List of available kerbals. any kerbal currently not assigned to a craft or on EVA will appear in this list. Simply click on a kerbal to select that one. 2 - Facilities a list of the KSC facilities with locations for placing kerbals. Click on one of these to restrict the list of Locations (see below) to only those locations associated with the facility. 3 - Locations - list of all locations where a kerbal may be placed. Or, if a facility has been selected, a list of all locations associated with that facility. See notes 1, 2, 3 and 4. 4 - Action Button - when the button text is green, click it to send your kerbal on WalkAbout. 5 - Top 5 Button - Restricts the locations shown to only the top 5 most commonly selected locations. See notes 3, 4 and 5. For players who use the Kerbal Inventory System mod: 6 - Toggle Inventory Button (only appears if the Kerbal Inventory System mod is installed) - turns the inventory display on or off 7 - Kerbal's Inventory - lists all items in the selected kerbal's inventory. 8 - Available Items - list all items that can be added to the kerbal's inventory. Perpetual Motion: When a kerbal is on EVA, it is now possible to walk/swim or run without having to hold down the movement keys. To do this enter Perpetual Motion mode by pressing the activation key (single quote ['] - see note 1). Your kerbal should now start walking forward (see note 2). The movement keys (W-A-S-D) will now change your kerbal's direction of movement. See note 2. The run key (left-shift) will act as a toggle, switching your kerbal's movement between walking and running. Time acceleration is limited to physics time-warp only (1x, 2x, 3x, 4x). Pressing the activation key again will take you out of Perpetual Motion mode. Many thanks to Diazo, Crzyrndm, IgorZ, and LabRats for helping me out in the forums. And thanks too to mod creators KospY (KIS), MSK (EVA-Follower), MrHappyFace (Better Time Warp), The kOS Team (kOS), and Qberticus (Haystack Continued) for creating the code that helped me figure out how to do most of this. This software is licenced under the GNU General Public License
  19. Now, I am fine with monopropellent jetpacks, or whatever it's name is, but I think we need some cables to attach your kerbals during Eva, so you can use your Eva-jetpack to go around a certain range and you press a key and the cable retracts to the point where it is attached. Yeah obviously on planets and moons (except inside the Mohole or on Gilly) you don't need a cable, but in space yes. What do you think? P.S: I know about kerbal inventory system but we need stock eva cables
  20. Anyone else having troubles to run on EVA's? I've checked the controls page but when I press left shift on EVA (RCS disabled) I does not feel that the kerbal is running (I've tried both mun and minmus) ... any clue of what's happening?? Thanks in advance! I'm on KSP 1.8.1 and OSX Mojave 10.14.6
  21. I have three kerbals hanging on to the back of a heat shield during reentry. The heat shield is 2.5m, so more than enough room for all three to fit. Yet they still overheat and explode even after many tries. Do they actually have to be in a pod for the heat shield to work properly? Here is the scenario: https://imgur.com/a/Q2FAfSp
  22. I had a stranded capsule. I sent another ship up after it. The original capsule had no dockiing port, so the Kerbals had to EVA from one to the other. I launched, got into orbit. At that point, the ship consisted of a Mk1-3 capsule, TD-25 decoupler, and a little service module with a poodle engine, an X200-8 tank, and FL-R1 RCS tank, some RCS thruster blocks, and a bunch of ladders for the Kerbals to grab onto. At this point, I locked staging (Mod-L) to avoid unfortunate occcurences. So I get the two stranded kerbals clinging to the ladders on the service module and start one to the the capsule hatch. I'm having trouble getting from the service module to the capsule. So I figure I'll let go, use my RCS to move to the adjacent ladder and grab on. At this point, the controls are operating the Kerbal. I have just used W and S to move along a ladder. I hit space to release the ladder and BANG! The decoupler between the capsule and the service module blows at the same time the Kerbal releases! As I watch the service module and capsule drift away in opposite directions, I switch to the capsule using the ] key. Staging is still locked! And yet... So for some reason the spacebar for the Kerbal triggered the staging on the ship, even though it was ostensibly locked. Is it because the Kerbal was close to the decoupler (I was trying to cross the juncture between the two modules)? I mean it shouldn't but maybe the software got confused about whether the coupler belonged to the Kerbal or the ship? Is there some way to switch the ladder release or the staging to some other key?
  23. This is the first time I'm posting any question in this forum. The problem I'm facing has been bugging me for some time now and I can't find any discussions on it anywhere. I'm playing version 1.3.0.1804. I don't have any mods installed, I'm strictly against them. I know that in this version single use experiments like mystery goo and materials bay can be reset by a scientist on eva(no need for labs). I've done it already with my mk1 rover. Recently built a mk2 plane with a mk2 cargo bay and loaded it with all science equipment including a goo canister and material bay.I tested the design on the runway, and sanlie was able to restore both the spent experiments(he didn't even have to move. I just eva'd him and left him hanging on the cabin door. He was able to restore from there). However when I flew the plane to a different location (some grasslands near the arctic), the game no longer recognise sanlie as a scientist. The plane is landed and sanlie is standing on top of the materials bay, but still can't do it. When I right click the bay or goo canister, 'restore' is available, but clicking it gives "only scientists can restore inoperable modules". I must admit that between the testing on the runway and actual flight there was a few design changes. One of the change was to assign running of all experiments to a custom action group. Could that interfere with the restore-ability of the experiments?
  24. My kerbal has gone on EVA while his ship was in orbit around Kerbin. (It's still in orbit, just unmanned and uncontrolled now.) When getting off the ship he lost it. When he finally figured out how to manoeuvre with his EVA suit's thruster pack, he tried to catch up with it but found it is impossible. Then he activated his parachute and tried to deorbit. And ran out of propellant. "Huston, we have a problem!" he finally called. Now we are planning a rescue mission as soon as the crew compartment will become available. Meanwhile, could you share your experience with EVA in orbit, have you done it?
  25. I think it would be cool if it would be necessary to upgrade the space suits as the game progresses. eg. At the start, the space suits would not have their own tanks and would rely on staying close to the ship to keep a kerbal alive (Maybe have something like a pipe attached to the suit so that the kerbal can't just float away.) The second update would feature an oxygen tank, the next: RCS thrusters. They could be upgraded in the Research Facility. What do you think?
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