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Showing results for tags 'kerbonaut'.
If you like to build Stations with Mobile Processing Labs like I do, you need large Numbers of high leveled Scientists. But getting them beyond Level 3 requires Interplanetary Missions which take quite a while and flying Kerbals in bulk to the Mun and Minmus can get quite tiring as well. Besides I don't see much point in having placed a Flag everywhere necessarily making you a better Scientist. For this Reason, severedsolo and Mark Kerbin have made the Kerbal Academy Mod which allows to level up Pilots in Training Courses. So why won't add a secondary way to level up Scientists? As the Fi
A few times after a long and/or harrowing re-entry, I've EVAed Kerbals that appear to have taken permanent damage (permanent in the context of the mission they are on) while they were inside the ship. There is a bar, like the thermal warning bar, only this one isn't going away when the heat goes away. This is thermal damage, correct? I've seen the same thing when I once EVAed a kerbonaut in the upper atmoshpere only to quickly get him back in when the heat bar appeared and rose alarmingly quickly. That one might have disappeared after he got back in the ship; I don't know. Can kerbonau
I tried a quick look at Kerbal EVA buoyancy and found nothing. I need this for underwater EVAs since i use mod called USI Submarine Parts which gives player ability to construct and drive submersibles. If all operations are performed in IVA or by using available actions on desired part in external view mode, there are no immersion-beraking effects. And i remember seeing someone making a contract pack for using submersibles, so this idea will be useful to others trying this new exploration path.