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Found 77 results

  1. EasyBoard For KSP 1.4.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. 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 Download SpaceDock GitHub Also mod is available in CKAN Source code GitHub Licence GPLv3 Change log Please see the GitHub releases page
  2. 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?
  3. 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
  4. 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.
  5. 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
  6. 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 :)
  7. 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.
  8. Snark

    Bob Likes Ike

    "Wait... where's Bob?" "Didn't you check on him?" "Hey, I thought YOU checked on him!" The words echoed ominously through the crew cabin of Duna I, the first crewed mission to the red planet. After an initial stop on Ike, the crew prepared to descend to the surface of Duna itself. Jeb, Bill, and Val strapped into the command pod, while Bob took a nap in the crew module. ...Or so they thought. Turns out he was so excited he just had to step out and get just one more rock sample, unbeknownst to his crewmates, who took off and left him behind as they landed on Duna. Now they're in a pickle. They don't have enough dV to land on Ike again and then go home. Somehow... Bob has to get to them, without a ship, using only his EVA thrusters. He's got limited air in his suit, so there's no time to lose! Your mission: Bring Bob to the Duna I, board it, and get them all safely to low Duna orbit in preparation for the trip home. Download Notes Starting conditions The mission begins with Bob on Ike, while the Duna I is parked on Duna's surface. Duna I only has enough fuel to get to orbit-- not to land on Ike again. Bob has enough EVA propellant that he can fly himself from Ike's surface to Duna's. Objectives Bob has to board Duna I within 4 hours of mission start, or he runs out of air and you fail. After boarding, you need to get Duna I to low Duna orbit with at least 140 units of fuel remaining. Strategy It's a kind of "reentry golf": the challenge is to eject from Ike so that you land on Duna reasonably close to Duna I. Your EVA chute gives you a few kilometers of maneuvering room, once you hit atmosphere. If you end up landing a bit too far to walk... there's a rover parked next to Duna I, which you can use to go retrieve Bob. Scoring None. The mission's a pass/fail. Either you make it, or you don't. Would have loved to add bonus scores for various things (e.g. extra points if you land close to Duna I, penalty if you use the rover, etc.), except that the mission builder has virtually no nodes available for tracking an EVA kerbal's actions. "Board vessel" is basically all they have. Achievements (These are informal, not actually modeled as a score in-game because the mission builder doesn't have the right nodes for it. Just my suggestions for things to challenge yourself with. Sorry, due to lack of artistic talent I don't have any "badges" to offer.) Get It Done, Level 1: Just complete the mission successfully. Get It Done, Level 2: Complete the mission without needing to use the rover (i.e. land close enough that you can walk to the ship before time runs out). Get It Done, Level 3: Land within 100 meters of Duna I. Hole in One: Glide down and grab on to the Duna I ladder without actually touching the ground. I've never managed this myself yet, so I don't actually know that it's possible. It might not be; for one thing, stall speed for an EVA parachute at Duna I is around 10 m/s, which I expect will be... problematic. If you do manage to pull it off, though, please let us know! Bragging rights to the first person who manages it. Orbital Rendezvous: Instead of sending Bob down to the surface, send him into low Duna orbit. Then launch Duna I to rendezvous with him there. I've never done this myself, but I believe it to be possible. It'll be very tricky, because you have very little propellant left by the time you get to Duna, meaning that you'd need to aerobrake just right. And you'd better rendezvous on the first pass, because you'll be in danger of passing the four-hour time limit. If you pull this off, please let us know! Bragging rights to the first person who manages it.
  9. Update 1.4 added this cool new parachute you can use on EVA, and I was psyched about it. But I investigated it further and couldn't figure it out. How do I use it? Is it a part, or is it unlockable somehow? I just don't know. I would be (please help me now) greatful for your input!
  10. thereaverofdarkness2

    Backpacks for Kerbals!

    I feel like I suggested this once before, but I can't find the thread. Anyway, with Kerbals getting parachutes, I feel it is time to revisit the idea! The basic idea is to give the player backpack options for the Kerbals, so you choose whichever backpack type suits you. The default backpack is the EVA pack, and if you change the backpack for a given seat on your craft, it will save that setting with the craft. Perhaps you could store extra backpacks in the command module and switch while on mission, with each command module having its own backpack storage limit. EVA Pack: The vanilla backpack. It's excellent for maneuvering in low or zero-G, and can be used to easily fly on the Mun or any body with similar or lower gravity. Comes with a hose that can connect to another EVA pack or a fuel tank to transfer monopropellant. Parachute: Exactly what has now been given to all Kerbals. With my idea, it's an option which carries an opportunity cost. Excellent for a Kerbin or Laythe landing, might even be strong enough to survive a landing on Duna. Jetpack: Much higher thrust than EVA pack, but only provides thrust in one direction and it has lower total dV, meaning the burn time is much shorter. You can use it to travel upwards pretty fast even on Kerbin, and it is strong enough to lift Kerbals on Eve. Despite having thrust in only one direction, the user can twist their body to affect their heading slightly. Comes with a hose that can connect to another jetpack or fuel tank to transfer liquid fuel and/or oxidizer. Storage Pack: It's a backpack for holding things. This would go well with Kerbal Attachment System if it were made stock. Various small items could be placed inside and carried around by the Kerbal to be deployed later. Could be interesting if engineers were given some various tools to use. Comms Array: A medium-range radio transmitter with antenna and battery pack which can be used to relay science reports. Comes with a cord that can connect to another comms array or battery to transfer electric charge. Just for fun: Wingsuit: A folded pair of glider wings which can be extended while falling to enable the Kerbal to do impressive aerial stunts. Also comes with a tiny one-use solid rocket which can be used either to lift the Kerbal off the ground initially or to get a temporary speed boost while in mid-air.
  11. I'm trying to build a Mimnous space station that hopefully, will act as a Kerbin system gateway. This station is vast since it has a lot tanks for refueling outbound Kerbin system travelers. I've built the thing part by part launch by launch with connection ports. However, it has become extremely unstable and it wobbles like a rattle snake making further docking impossible. I've read that that I could solve this problem with EVA struts. Question: So the question is are EVA struts available in PS4 enhanced edition? P.S Thanks for the great game.
  12. Zosma Procyon

    EVA Pitch

    Is there a way to adjust an EVAing Kerbal's pitch, meaning rotate head over heels.
  13. 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. Alighting There is a split second delay before AirlockPlus replaces the stock airlock interface. Working as intended, 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. For KSP 1.4.x, this is currently suffering from bugs in CLS that need to be fixed there, not in AirlockPlus. Fixes have already been submitted to CLS [a,b] and are expected to be included in the next CLS release. 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. Potential minor immersion-breaking if you're a stickler for "realism": boarding and alighting using AirlockPlus is instantaneous, compared to SM's delayed crew transfer realism option. Download v0.0.9 for KSP 1.3.x / 1.4.x Requires Module Manager (please obtain separately.) AirlockPlus.0.0.9-temp-patch-1 <- temporary bugfix patch while I work on finalizing the next version for release. Additional localization files for v0.0.9 Complete support for: Chinese, Japanese, Russian & Spanish Due to important bugfixes in v0.0.8, older versions of AirlockPlus (for KSP 1.2.2) are no longer available/supported. Installing Delete older version, if any. Place contents of GameData into your installation's GameData folder. (Optional) Place localization file(s) for additional languages(s) in AirlockPlus folder, if desired. (Optional) 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. 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 Chinese localization: Summerfirefly (proofreading) Japanese localization: EBOSHI (proofreading/corrections) Russian localization: KerbOrbiter (translation), Teilnehmer (typos) Spanish localization: GonDragon (translation) Changelog 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
  14. Cpt Kerbalkrunch

    Fail Part and Other Issues

    The part failure node doesn't seem to work on probecores or command modules. I don't know if this was purposeful or an oversight, but it's a funtionality that I think is missing. I've found a way around it that somewhat accomplishes the same effect but, after doing it more than once in the same mission, it starts to look like exactly what it is; a contrivance. Of course, the Part Fail itself is a contrivance as well but, for storyline purposes during a mission, it works well. Recovery of a Kerbal, or even a ship, seems to be completely disabled for some reason. It says it's been disabled by the mission creator, but there doesn't seem to be any way to do that (or undo it). Since this is an easy way to signal the end of a mission, it definitely hurts not to have the ability. There are ways around this too, of course, but it makes things tougher. EVA's have some issues, as well. An EVA check doesn't seem to register in orbit or when flying. There's also no way to check if a Kerbal has popped his parachute without resorting to other methods. The Take Kerbal node could help, but it doesn't register unless the Kerbal is onboard a ship (Vessel is one of the parameters). This somewhat limits the usefulness of it. Also, although there's an Activate Stage node, there isn't a node to activate a specific part or action group. This would be useful in certain circumstances, so I hope it'll be considered as an added function bat some point. These are some of the issues I've run into and ideas I've had while using the Mission Builder thus far. I'm sure there were others than I'm not thinking of, and so I'll post them if they come to mind. And, I was wondering if anyone had any ideas about any of this. For instance, if one of the issues here is just because I'm doing something wrong, it would definitely be helpful to know that.
  15. Evan1016

    Bug please help

    Been playing a very long time, ran into a problem yesterday... Upon an EVA on Minmus I attempted to do the routine science experiments. All equipment in the craft worked well but when I right clicked Valentina and clicked on surface sample no dialog appeared and the button disappeared entirely. I tried to do my EVA report and got the same result and now the only button left is Plant flag and I can't get the others to return... I really need help on this one.. Thanks in advance!
  16. MaxwellsDemon

    EVA mod?

    Did I dream it, or is there a mod that allows one to keep moving on a surface EVA without holding down the 'W' key and/or shift keys? Apparently not searching for the right thing when I try to search the forums... or maybe I dreamed it!
  17. RocketChimp

    Custom EVA Reports/Samples?

    This is something I just thought of. Custom EVA reports or surface samples... Some of the mods I've had gathered don't include these, if any. The normal surface samples such as the one on Duna seem low in detail. I want to know if there is any way to edit or add surface samples or EVA reports. Not a suggestion, really.
  18. Demo video of less glitchy first person walking: Floating (EVA) mode free controls demo video: This mod allows you to control EVA from the perspective of a kerbal. To enter first person mode, press the 'c' key. Additionally, you can disallow external view of both kerbals and regular vessels in the config file. Requirements: None. Download/Source: Changelog: -Update for KSP 1.3. -Oops, found a problem with switching kerbals 5 minutes after releasing. Fixed this. -A ton of work on making walking, running and swimming more smooth. -Reset kerbal's view using the 'v' key when in FP mode. -Free rotation and translation added to floating EVA mode. Controls match those used for a vessel. Defaults: ad=yaw, qe=roll, ws=pitch, jl=translate left/right, ik=translate up/down, hn=translate forward/back. A stabilization-mode sas is available. -"Fine controls" for RCS packs is by throttle controls while in FP mode. The more throttle, the more pack power. More or less fuel is used as appropriate. -Some fixes to stock glitchy behavior for walking kerbals in low-g; prevent getting stuck trying to land on a steep slope, allow the player to break out of a running bound (especially useful for Gilly and Pol). These fixes apply both in first and third person mode. -Display the name of the kerbal when switching inside IVA. -Navball now functions normally in FP mode, referenced to the kerbal. License: GNU GPL v3 This mod is a continuation of the work of: @Chronothan, @Ser.
  19. Hi! I was wondering if there's a way (or an existing mod already) that makes it possible for Engineer kerbals on EVA to change some settings on parts that only can be set in the editor for now. For example: Thrust level on SRBs, your engineer walks up to it, and is able to set the thrust level slider. Is there any way of accomplishing this? A smart MM patch perhaps? Any idea or addition is welcome! Cheers
  20. As soon as I perform an EVA while in a vacuum, the ship will spin randomly and accelerate in the opposite direction from the kerbal, sending the two flinging away from each other and rendering my mission as an epic failure. The effect is most prominent when on EVA from a small craft and more subdued on heavier craft and it happens 100% of the time when on EVA in a vacuum. Also, linking two ships together in a vacuum with the KAS tools seems to cause the two ships to wobble until they break each other apart. I suspect this issue to be linked to the KAS or KIS mod, since the issue started after i installed these mods. Any help resolving this issue would be great, because I love the added complexity of performing EVA tasks with the KAS and KIS mods, but the headache of the glitch is making me think about removing the mods.
  21. There is a problem I have frequently found myself in that perhaps you have too. Say you are landing on a surface with low-gravity, but the surface is at a slight incline, you hit it at a weird angle, and your lander tips over. Or suppose you are in a rover on that same low-gravity environment, you get going too fast, hit an uneven part of terrain, go spinning in off the surface and land upside down. Well, you could just over-build all those things so that never happens or can right themselves if they do end up in that situation, but what if you have crew with you? Why not use them? Something I have tried to do, but found it awkward and difficult, is to get a Kerbal under an edge of something I am trying to flip right-side up and either jumping or using an EVA pack to thrust upward, but the force imposed by them is usually hampered because it cannot get a firm purchase on the object I seek to impart that force on, often deflecting off, wasting the effort. It struck me as a little unfortunate because crew ought to be able to use their bodies to perform mission-necessary actions: they already do that with flags, and surface samples, manually deploying solar panels, and fixing broken tires. Why not flipping overturned components? This does not feel like too much. Super-Kerbal levels of strength are not necessary if the gravity is slight, and often all that is needed is a good "nudge" so the reaction torque and RCS (if applicable) can get going. I was thinking, a Kerbal on EVA who is firmly grounded on a surface might be able to right-click a nearby part and perform a "Lift Up" action, which would impart a small force on that specific part in a direction normal to the surface (as determined by gravity.) This would allow clever Kerbals to figure out how to maximize the effect by selecting a part where they have good leverage from the center of mass. If we want to go wild, maybe make this a function of Engineers who have a small jack in their toolbox (they already fix broken tires so we can deduce they have that on hand.) Based on what I know of the engine, this should not be too complicated, but let me know if I am off-base here.
  22. Introducing E.V.A. OK! Atmospheric Re-Entry... Ahhhh your ship bathed in the warm glow of super heated air, sweat dripping from your brow under the sweat of anticipation. Such a beautiful site to behold. Let's see what all this fire looks like from inside the cockpit... CRAP! AHHHHH! I hit EVA instead of IVA!!!!!!!!!! Noooooooo..... Now Thomgard Kerman is really sweating as he burns up tumbling through the atmosphere at mach 7. Poof... Vaporized. EVA OK! is here to prevent that from ever happening again. EVA OK! is like automatic child locks for your space capsules, locking and unlocking the cockpit doors under certain circumstances automatically. What's that? You WANT to burn up Thomgard on Re-Rentry... If you insist, you can EVA anytime you want by holding down the right CTRL button and clicking EVA. Let's prevent the thousands of accidental EVAs that happen every year. Features in v1.1: Automatic Unlocking of cockpit doors under the following situations: In Atmosphere: Your ship must be landed (land or sea) and be traveling less than 10m/s. In Vacuum: Your ship must have the Throttle at 0%. All other times the doors are automatically locked. Bypass mode: Map-able bypass button. Access EVA OK! Settings while in the Space Center view. Map any keyboard button (unmodified only, ie Shift+H WON'T work). Setting is saved externally and loads automatically across sessions/flights. Hold down your mapped button on your keyboard to EVA at anytime. Fixed issue with naming and cross-platform compatibility (removed '!' from name). Next Update: Suggestions are very welcome! Known Compatible Mods: All at this time. This is an extremely basic mod with low overhead. Please report if you have any problems! Download: You can download EVA OK! from Kerbal Stuff here or You can download EVA OK! from Curse here Source: Source code can be found here License: EVA OK! is released under the MIT License If you have any questions, comments or suggestions; I am wide open =) I appreciate any help with my code and ideas for improvement. Thanks for Looking!
  23. Rocket Witch

    Max temp. of a Kerbal

    Is it known what the actual heat tolerance of Kerbals themselves is? I seem to vaguely recall something like 700K/1000K internal/external from... nowhere, so I'm probably making it up.
  24. HuXTUS

    [1.3] Suit Refuel

    Hello. This mod includes one part - Suit Refuel - for refueling your EVA-suit with monopropellant. The propellant is taken from the ship's supplies. If you play with mods that add some resources to EVA, you can enter right click menu pumping settings and customize behavior for resouces: do nothing, pump in, pump out. Watch this detail as a fashion accessory. Now your station will not cool enough, if Jeb should return to the capsule for refueling to continue extravehicular activity. Download for Windows: License MIT Good luck.
  25. sevenperforce

    Tiny Minmus Sample Return

    Can you get a surface sample from Minmus, with a command pod, with a launch vehicle less than 10 tons, shorter than 6 meters, with less than 13 parts, and cheaper than 10,000 credits? I daresay I can. Done for this challenge: I present: the Magnificent Micro Minmus Munchmobile! Weighing in at only...wait for it...5.815 tonnes! No part clipping (although the ROUND-8 tanks place very closely, which helped). As you'll see, I didn't use any decouplers; this saved me weight, part count, cost, and height. I plan to use explosive decoupling to get rid of the booster, and hopefully I can blow off the tanks on a re-entry just steep enough to overheat them but not so steep that the pod can't survive. All the ROUND-8 tanks, as well as the Mk0 LF tank, are full. I drained the command pod of monoprop, and I only filled the lower FL-T100 about half full of oxidizer to give myself a bit more LF right before the RAPIER loses its airbreathing thrust. Speaking of which, I disabled manual mode switching and programmed an action group to close the intake when I switch modes, to cut drag. I toyed with drop tanks, but the part count, cost, and drag losses were prohibitive. Lifting off! I'm monitoring a lot throughout the flight so I locked a bunch of the windows open. This takes a very specific pitch curve. It'll make orbit without trouble, thanks to plenty of thrust on the Spark, but making orbit with enough dV is the tricky bit. I'm keeping an eye on the RAPIER's thrust as well as the lower fuel tank. It's set to drain after the Mk0 tank so I'll know when I'm almost out of LF. This ascent was tough, because if I did the gravity turn early, I burned through all my LF waaaay too low in the atmosphere; if I did the gravity turn late, I would be going too fast to turn efficiently. I didn't want to throttle down, though. So I tipped my nose over early and then pitched up hard, so that once I needed to turn I could just drop from SAS-hold to prograde and take off. Supersonic and rolling over. This places the differential drag from the intake on the top of the craft, helping me to keep my nose up during the early acceleration phase. Starting to drain LF from the FL-T100, so I don't have much airbreathing time left. As planned, excess LF is bingo just as the RAPIER thrust starts to drop precipitously. Now, things start happening FAST. I can tell I'm almost out of fuel on my booster. Explosive decoupling is always hairy... And I'm starting to lose fuel in my top tank (see top left), so it's time to blow the fairing and ignite the Spark to decouple! Bam. There goes the booster. Jenton looks appropriately horrified. Thankfully, I've already got a good ascent. I tried doing this with the Ant, but the thrust just isn't enough, and the isp losses make it barely worthwhile anyway. Not at full thrust...I don't want to push my Ap too high. The numbers on that resource tab are awfully low! It'll take about half a minute to circularize. Almost there.... And I made orbit! With quite a bit of dV. Is it enough to go as far as I need to go? Well, we'll see. To save propellant on the Minmus injection burn, I'm going to take a loop around the Mun. Gotta wait for it to line up, though. Ignore all the tracked objects on the left; this is my challenges save that I'm also using for the Orion Style challenge. Setting up the slingshot. And here's my slingshot into Minmus's SOI! This burn is going to use almost all of my fuel. And there you have it! Looks like I'll need to make a correction burn during the Mun swingby. Set up the swingby. Burning gingerly. I'll take that! Coming up on Minmus... Uh oh. Did I really send an engineer on this mission? Crumbs. Oh well, gotta wing it. Capture burn. That'll do it! looks like I have enough fuel to get home, but not enough to make the landing on Minmus. What to do? Well, I'll just lower my apoapsis to around 240 km... ...and hop out! Just a tiny, miniscule RCS puff to lower my periapse below the Minmusian mountaintops. Warping down. This will be touch-and-go. Starting the RCS braking burn. Still braking hard. Timing has to be perfect. If I'm right, I think I can hit the surface with quite a bit of residual velocity and let friction bleed it off. Not this much velocity, though. Steady as she goes... I think 20 m/s is just about the cutoff. Ouch! But hey, I made it! Nommmmmmmmmmmmmmm! No time to waste. Without the ability to set nodes (or even thrust prograde, really), I have to use the ship's velocity vector as my guide. Can't afford to wait for another orbit, either, because I'll be out of the path. Set up the target. Liftoff! Burning up and forward. I just wanna barely clear these mountains. Aiming to have my Ap just reach the ship's Pe. Really disorienting when I reach "orbit" and it switches targeting modes. Closing as carefully as I can. And there's my orbit! I didn't expect to get a rendezvous on my first go-round, but at least I got a nice coelliptic orbit. Figuring out exactly how much of a burn I'll need to line up for an intercept. Fuel is going to be very, very close. Made the burn...I have less than 1 unit of monoprop remaining for the rendezvous. Matched speed! Looks like a good intercept. And here we go! Of course, I managed to come in on the wrong side and had to swing around. Aaaaaand I got the ladder! With 0.04 units of monoprop remaining. You better believe I've got that surface sample added. Burning at Pe would send me out of Kerbin's SOI, so I'm swinging around to Ap. Escape reached! Will I have enough prop to lower my Pe into Kerbin's atmosphere? Once-more-around and finding out. If I have to, I can use a Mun assist to get back home. Nah! Here we go! No turning back now. Here's where things get REALLY dicey. If I come in too hot, I'll burn up the engine, the tanks, AND the capsule. Too cool, and the tanks and engine will survive. Which will throw off my CoL/CoM balance and turn me into a lawn dart, making my chute useless. Getting an overheat indicator; that's good. Transferring fuel to my lowest tank in an attempt to keep my CoM forward. Definitely past the point of no return now. Overheat indicator dropping. I'm a little worried. Going to burn retrograde to make my entry steeper. That should be enough! This'll be hotter. Aaaand there's the tumble! Perfect! The tumble ripped off the engine and tanks. How's that for cheap decoupling? Capture complete. On my way home! Made it through re-entry. Down to chute-safe speed, so I'll waste no time. Away goes the chute! It's opened up fully now. Aaaaand... Splashdown! We made it.