SQUAD 22,808 Posted December 6, 2018 Kerbals will be able to remove their Helmets and their neck rings in Update 1.6. Just remember they need Oxygen to survive, too! via Gfycat 69 Share this post Link to post Share on other sites
GrandProtectorDark 267 Posted December 6, 2018 (edited) Am I seeing this right. Halleluja. A miracle has happend. Really cool feature.But please don't just overlook that the poodle still doesn't look like the best version of itself. Edited December 6, 2018 by GrandProtectorDark 7 Share this post Link to post Share on other sites
Barzon Kerman 194 Posted December 6, 2018 You can not just remove the helmet, but remove the neck ring aswell!!!! Story creators like @Just Jim will love this!! 7 Share this post Link to post Share on other sites
space_powder 38 Posted December 6, 2018 How about letting us remove the parachutes attached to the EVA pack? 18 Share this post Link to post Share on other sites
theJesuit 614 Posted December 6, 2018 (edited) Yippee! Excited for the lack of helmet rings. Edited December 6, 2018 by theJesuit Share this post Link to post Share on other sites
CobaltWolf 15,081 Posted December 6, 2018 That is great! The ability to separately toggle the neck ring is very nice and useful for storytelling/machinima stuff. 7 Share this post Link to post Share on other sites
Angel-125 10,218 Posted December 6, 2018 (edited) @SQUAD This is a small but significant and welcome change! Thank you for listening to the player requests for this feature! Well done! It would be extremely helpful if the death by vacuum feature could be overridden by a mod for certain story purposes. Some like to make sets out of parts that look like the interior of a spacecraft. Just ask @JustJim about that.. Edited December 6, 2018 by Angel-125 11 Share this post Link to post Share on other sites
StrandedonEarth 4,289 Posted December 6, 2018 Nice! IMHO, 1.6 is shaping up be the best update in quite awhile 6 Share this post Link to post Share on other sites
Lupi 395 Posted December 6, 2018 Ooh, this is super cool! I have a mechanics question, though: when kerbals run out of oxygen, is there/can we have some sort of early warning? Like with g-force, there's an orange warning about "x kerman is nearing g-force limits" before they pass out from the g-force and you get the red message that 'x has passed out from g-forces' 7 Share this post Link to post Share on other sites
Kerbalstar 537 Posted December 6, 2018 21 minutes ago, Barzon Kerman said: You can not just remove the helmet, but remove the neck ring aswell!!!! Story creators like @Just Jim will love this!! 13 minutes ago, theJesuit said: Yippee! Excited for the lack of helmet rings. 12 minutes ago, CobaltWolf said: That is great! The ability to separately toggle the neck ring is very nice and useful for storytelling/machinima stuff. This^^^^ 8 minutes ago, Lupi said: Ooh, this is super cool! I have a mechanics question, though: when kerbals run out of oxygen, is there/can we have some sort of early warning? Like with g-force, there's an orange warning about "x kerman is nearing g-force limits" before they pass out from the g-force and you get the red message that 'x has passed out from g-forces' That would be nice also. 2 Share this post Link to post Share on other sites
theJesuit 614 Posted December 6, 2018 Just a thought, could we have it programmed that on EVA they could remove their helmets on the mun but only within a closed cargo bay... utilising the same mechanic that hides parts from aerodynamic forces? Then part mods that have domes or whatnot could add the module to their parts, allowing for 'short sleeved' environments to be built. Peace. 4 Share this post Link to post Share on other sites
The Aziz 875 Posted December 6, 2018 But can I safely kill my kerbals by removing their helmets on Eve? 4 Share this post Link to post Share on other sites
theJesuit 614 Posted December 6, 2018 Just now, The Aziz said: But can I safely kill my kerbals by removing their helmets on Eve? Safety in killing kerbals is our number one priority. 12 Share this post Link to post Share on other sites
Angel-125 10,218 Posted December 6, 2018 (edited) 2 minutes ago, theJesuit said: Just a thought, could we have it programmed that on EVA they could remove their helmets on the mun but only within a closed cargo bay... utilising the same mechanic that hides parts from aerodynamic forces? Then part mods that have domes or whatnot could add the module to their parts, allowing for 'short sleeved' environments to be built. Peace. Something like this would be great to have.. a module that defines boundaries in which shirtsleeve environment lets you remove the helmet and collar. Optionally the ability to disable the death penalty or the ability for mods to override that feature. Edited December 6, 2018 by Angel-125 2 Share this post Link to post Share on other sites
theJesuit 614 Posted December 6, 2018 1 minute ago, Angel-125 said: Something like this would be great to have.. a module that defines boundaries in which shirtsleeve environment lets you remove the helmet and collar. Yea, I had wondered about using the cargo bay module before, with TR but it seemed beyond scope of the mod at the time. That way we can dock in a Mk3 cargo bay, then close the pod bay doors:) and exit the craft. When MechJeb opens the cargo bay door, poof goes the kerbal. Surely this then would be an easy tweak to make before 1.6 Hint @SQUAD? Share this post Link to post Share on other sites
Jalaris 8 Posted December 6, 2018 Wonderful feature! First step to having life support features in the game? Maybe... 1 Share this post Link to post Share on other sites
SchwinnTropius 218 Posted December 6, 2018 There isn't enough YES on this planet to describe my thoughts on this. 3 Share this post Link to post Share on other sites
Psycho_zs 183 Posted December 6, 2018 ...am I also seeing new nose cones? Share this post Link to post Share on other sites
Rover 6428 149 Posted December 6, 2018 HOOORAAAY!!!! Will Laythe be "breathable" for the kerbals? 1 Share this post Link to post Share on other sites
DMagic 3,729 Posted December 6, 2018 (edited) They are hard to read, but are dV numbers for each stage. Though, I feel like I've seen that idea somewhere... Edited December 6, 2018 by DMagic 7 Share this post Link to post Share on other sites
JadeOfMaar 5,881 Posted December 6, 2018 @DMagic I think the previous comment is merely pointing out the presence of a mod (much less, one of yours) in Squad's little animation. Oh wait. Is that yours? The icon looks different. Share this post Link to post Share on other sites
DMagic 3,729 Posted December 6, 2018 @JadeOfMaar Definitely not a mod. Inserting the bars into the stage readout like they are in the video is a little more complicated than how I'm doing it. And no one else has a dV display mod like that. 6 Share this post Link to post Share on other sites
KerbolExplorer 314 Posted December 6, 2018 YES FINNALY!!!!!! i can finnaly sufocate kerbals in stock....... 1 Share this post Link to post Share on other sites