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  1. 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 con
  2. 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 bac
  3. 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
  4. 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 missio
  5. 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 n
  6. 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-awa
  7. 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:
  8. 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?
  9. 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 t
  10. 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.
  11. 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 Eq
  12. 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
  13. 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. Simpl
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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 @xE
  19. 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 desig
  20. 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 o
  21. 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?
  22. The kerbals are unresponsive on eva cannot remember enter vehicle or move, the option to rescue enter isn't there but the head torch and science can be used
  23. Hi all, Looking for some help. I cannot not get my head around how Kerbals operate in zero gravity. I always end up with them going in directions they aren't meant to. Is there a good tutorial somewhere? I've read the page on the wiki and it hasn't helped me understand it at all.
  24. Hey all, i was wondering how to edit / alter the texts displayed during EVA reports or when collecting surface samples, since I don't really like the standard ones - I'd love to write them myself. Has anybody got a clue how to customize those texts? If possible, without requiring any coding skills :D Thanks in advance :)
  25. I don’t know if it is a glitch but when I eva my Kerbals and turn on rcs the Kerbal will not rotate. He/she moves forward, backward, etc without issues but they refuse to turn left or right. Does anyone else have this problem? I didn’t install/update any mods before then, it just happend randomly.
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