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  1. Hello. I was wondering if there's a mod to make multiple kerbals leave their seats simultaneously on the same craft. Does the Follower Mod do that? Some other way?
  2. "In Our system we have Kerbol Radiation Not Cosmic Radiation" -Crazy Kerbal Scientist No.1947 Im Back here with another great suggestion: Presenting........... The Suggestion that would take years for me to figure out: COSMIC RADIATION , And More oh well , What do i even say , This game doesn't have any sort of Cosmic radiation , so i came up with this , Going to explain Breifly: 1- Lets say for example i reached space in a Manned Vehicle and my spacecraft has a MK1 Cockpit which has weak radiation sheilding so basically the Mk1 Pilot is going to get exposed to radiation alot and if that goes on for a long time. Like for example 100 Kerbal days . The Pilot is going to die . Also Side Note: The Radiation mode only triggers in Normal , Hard , Extreme Difficulity's . so for any new people in the game they can just go on easy mode or on custom. 2- If i had a Mk3 for example it would keep its crew alive MORE than the Mk1 , For example MK1: 100 Days MK3: 300 Days . And if the Cockpit is surrounded or covered by something it would stand more for example a normal MK1 would stand 100 days but a MK1 which is covered by a shield stands for 150 Days. 3- Space EVA's: If any Kerbal went for EVA his suit would protect him from radiation for atleast 30 days. Continuesly 4- Planetary EVA's : If a Kerbal went for EVA on Kerbin his suit would protect him for a infinite amount of time since Kerbin is habitable , but if a Kerbal went for EVA on Duna his Suit would Protect him from radiation for 200 Days , Continuesly 5- Recovering : If a Kerbal went into space for a long time and came back to kerbin , he would recover / Or if a kerbal went into a Hab Module He would recover too +Another Idea SOLAR FLARES So basically ingame Solar flares would have the same effect as radiation. Except for : 1- it would distrupt communications 2- the closer a spacecraft is to the sun ,a solar flare. the more vunerable is it to overheating. 3- Kerbals Doing EVA inside Moho's orbit to the sun are facing a serious death sentence if any of the solar flares appear 4- 1 Major Solar flare would appear every year 5- Every atmospheric Planetery body that has a magnetosphere is Safe and That's all folks Please make this true Thanks for reading -Taco Kerman Year 201.6
  3. Hello, I am on 1.0.5 and the in the present safe game the gravity on the mun is too high when on EVA. The Kerbals walk real slow, can't jump as high as they should on the mun and the jetpack thrust is not enough to lift them off the ground. The gravity seems to be ok for everything but a Kerbal on EVA. A rover on the mun has the normal driving characteristics. However, there seems to be at least some effect on other landed spacecraft in that they are more flimsy. There is a supply ship that had landed a bit rough near my base. It lied on its side but was otherwise fine. When the bug hit, it caused it to fall into several pieces. I'm not sure whether this has anything to do with any mods I have installed. Has anyone encountered this before?
  4. Kerbals "auto adjust" RCS on their own while on EVA. For example, when I hit Q or E to "spin" there is some sort of automatic adjusting that the RCS thrusters do. It is VERY annoying to me and I'd LOVE to disable it somehow. Any suggestions? To recreate this, simply perform EVA, engage RCS, hit the Q or E key and observe the game auto adjusting your kerbal.
  5. Is there a mod that gives Kerbals on EVA an antenna to transmit science back to their vessel? If not, I think it would be great to make something like this with a very short antenna range. Thoughts? Ideas?
  6. Hi! New kerbonaut from Finland here! I finally decided to buy this masterpiece from the 1.2 sale, wife keeps telling me I look like a kerbal so I figured I kinda had to I play the game on KB/M and Xbox controller and while trying to setup the controller I noticed that I can't use the controller to control kerbals while EVA. I'm not sure if this is intended or if my stupidity is too high to understand the configurations. Well long story short, I made an Autohotkey script thingamajig that turns all the required controller analog input into digital keyboard/whatever input. This atleast allows me to use sticks and triggers properly and configure actions on DPAD. Pretty much everything the script does can be configured easily in the INI file, you can bind keys and toggle features on/off. Feel free to use, modify and redistribute any way you want to, no credits needed. I know many of you probably use flightsticks, rudders and life-size shuttle cockpits but maybe few of you find this useful. I included an AHK joy test script so you can probably easily modify this to work with any controller. Kerbals 4 EVA Assign keys to Xbox controller's sticks, triggers and DPAD. Audio cue when toggled on/off with immersive kerbal sounds. Easy configuration with a simple INI file. No 3rd party software needed, just an easy extract. Includes the original, well commented Autohotkey script for modification. DOWNLOAD
  7. This is from sal_vager's FAQ for this forum section: I've actually had EVA kerbals re-enter a pod they exited only to find a copy of that kerbal hanging on the ladder. I can spin them off, which is a waste of fuel. But it didn't seem to happen if I saved / reloaded before attempting EVA. The engine shroud came into play because I'd often have fuel to spare in a transfer stage, and I'd use that to start a descent burn. I'd then decouple that stage almost right before landing, and the subsequent stage had a shroud that was also decoupled. Just wanted to verify if the behaviour I'm seeing here is from this bug, and if the save / reload before attempting EVA worked around it. I wondered at first if the EVA Follower mod caused this, but then I remembered this didn't happen on craft without fairings or shrouds, and remembered Sal's FAQ. This is from the 1.1.3 build about two weeks before the 1.2 pre-release came out. --
  8. i have a strange bug in my carrer save since yesterday... i though it will work with a restart but it wont. when i go EVA i can control the kerbal without problems. but when i go back into the ship, the kerbal is still seen outside the hatch and i dont have any gui for the ship. i cant see the staging on the leftside and the kerbals on the rightside... when i check the hatch with mouseover i can see that all 3 kerbals are inside it. so the kerbal which remains on the outside is a copy. i cant switch to this kerbal and cant control him... i also dont have really control about the vessel anymore. only when i seperate something manually than the gui returns.... see the screenshot. you can see the missing gui and that the kerbal is back in the vessel but still visible outside... this is in my main carrer save... i hope its not broken... i can post files from this save if needed. anyone else with that problem? is there a workaround? i really wont loose my save and start again...
  9. This isn't really a bug so much as a quality of life enhancement. The default behavior upon taking a Kerbal EVA is to reset the camera to a wide zoom level and shift it to an orientation that usually ends up obscuring the Kerbal behind the craft. This requires you to zoom your camera again and drag the frame around to search for your Kerbal in order to see him or her again. The pre-release phase seems like a good time to change this camera behavior if many others find it as annoying as I do. It seems like the better option is to reorient the camera so that it always shows the Kerbal from behind and at the previous zoom level, or simply not shift the camera at all. It would also be helpful for the camera not to zoom out again after boarding the craft as well (which is especially annoying after boarding command chairs on rovers.) Does anyone else see this as a problem? Is it worth adding to the bug tracker?
  10. How much does a kerbal EVA suit have delta v?
  11. KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 10 (10.0.0) 64bit Kerbal Inventory System - 1.2.12 KSP-AVC Plugin - 1.1.6.1 Infernal Robots - 2.0.2 SCANsat - 1.1.6.3 TarsierSpaceTechnology - 6.4 Anyone having issues with Kerbals not staying put on ladders? I am find it very frustrating that the Kerbals do not stay fixed to ladders when performing EVA's. The Kerbal either slides up or down the ladder or, just eventually lets go for no reason. I am using the KIS (Kerbal Inventory System - 1.2.12) to build stations. It is extremely frustrating during times when I need more than one Kerbal in EVA to move parts because the Kerbals just keep floating off and eventually get out of range. They won't stay put on the ladders mounted to the station.
  12. KSP: 1.1.3 Windows x64 Problem: When AtmosphereAutopilot (Boris-Barboris) is activated, spacecraft can't be recovered, and KSP freezes. The "RECOVER" button does nothing, same for "SPACE CENTER". The toolbars disappear. The simulation continues to run, but there is no other way than Alt-F4 to exit. It is still possible to use F5 or Alt-F5 for saves. Deleting the mod folder reverts the situation to normal. Mods installed: - Chatterer v0.9.90 [26 Jun 2016) - RemoteTech v1.7.1 [02 Jul 2016) - TAC Life Support v0.12.2 [02 Jul 2016) - AtmosphereAutopilot 1.5.5 - ModuleManager.2.6.25.dll Reproduction steps: 1) Launch a craft and activate AtmosphereAutopilot "Master Switch". That's it, KSP gets in a frozen state, and you can't recover the spacecraft or switch to the Space Center. 2) Launch a craft with any kind of crewed pod. EVA a Kerbal. Try to get him back. You get a nice clone. 3) Delete AtmosphereAutopilot mod folder from Gamedata. Resume your "frozen game". Everything is back to normal and the clone is gone. Log: https://drive.google.com/open?id=0B5brcxNWL4akYzJUY0hEYXNHU1E
  13. I have a base on Ike, but I can't use RCS to fly? It's as if Ike has the same gravity as Kerbin? Anyone else experience this?
  14. So I was thinking about something just now that I think would make KAS even more useful than it already is. When constructing any kind of orbital space station, it can dramatically increase your part count to add RCS & Monoprop to every piece that you send up to attach. What if you could make it where a kerbal on EVA could go out and grab ahold of a piece (by hand, not with a winch) and drag it to a location with his EVA thrusters, and then attach it to the appropriate node? This would enable you to add structural additions to a station without the need for additional monoprop & RCS thrusters. Plus it would also enable you to take parts off of one vehicle and construct another, all while in orbit. I'm guessing it is probably impossibly hard to code, but it would be super useful for gameplay.
  15. I have a save game I'm playing now, and I have a ship currently on a Mun flyby. I plan to take a lander down to Mun, then perform a hyperbolic rendezvous with the main ship on a second Mun flyby about 18 days later. The trouble is, when I try to EVA Bill Kerman and get him to the lander seat, at about 600km above the Mun's surface, he IMMEDIATELY ragdolls and gets flung out at about 5 m/s relative to the ship. He breaks several of the still-retracted! SP-L 1x6 solar panels mounted to the lander can I just took him out of. Should breaking retracted solar panels even be a thing? I can usually recover using a quick time warp burst, then fly him back and get him in the lander seat, but I don't want him breaking my ship! I have not been able to get him to successfully and safely EVA at all. Is something wrong with my save file or something?
  16. Pretty self-explanitory. There is no reason I should need to figure out a whole new control scheme for jetpack vs. a real ship. At least if you don't make it default the same, let us map roll/pitch/yaw to keys so I can do it myself. The LMB+drag paradigm makes no dang sense to me. (plus for some reason my Kerbals aren't turning even when I mapped a joystick axis to their rotations. That's probably an issue with my install, but it doesn't excuse not being able to use keys at all! I've de-selected the option to automatically re-orient to the camera)
  17. when on EVA, I cannot get the kerbal to rotate vertically. This means that I often end up bumping my head into whatever I'm trying to interface with. If it's a railing and I'm in this orientation and hit F to grab on, this always ends up flinging me far off into space with my RCS off. I've gone through thread after thread and all the conversations mention it, but there's no mention on how to correct it.
  18. Hi there! Some mates and I participated in this year's SpaceApps contest by NASA on the Jet Set Mars challenge. We focused on developing a complete solution for a Mars-suitable jetpack which included an exoskeleton and a custom HUD. It seems NASA liked it, because we are currently Top-5 on Best use of Hardware category. Aaaaaand, of course, we used KSP to simulate it! Here is the video: https://www.youtube.com/watch?v=fwtIp6Wt2hk The official NASA project page: https://2016.spaceappschallenge.org/challenges/tech/jet-set-mars/projects/mars-upv Our website: http://www.marsupv.com/ In our prototype, the helmet included a IMU to sense the orientation of the wearer's head. This information was then sent to KSP via a custom HID USB device the game interpreted as a joystick input. Besides the helmet movement, our prototype had two joysticks which enabled full use of KSP's EVA functionallity (and the prop-pack reacted moving the nozzles and illuminating) Hope you like it! Germán PS: if you want to see more, our github repo is on NASA's website. We are part of http://www.makersupv.com/, a student community on the Universitat Politècnica de València, Spain.
  19. I do not know if this is possible for plugin so i'm posting it here. Also i don't know if this was already requested. When Kerbal goes on EVA, the action is performed instantly, there is no transition from IVA to EVA with for example animating hatches (this may even include "failed EVA" animation for blocked hatches due to obstruction or mechanical failure). Also, this transition event could be used by plugins for various other events. Another stock game example would be animating enter/exit actions for standard aviation cockpits with raising/lowering canopy and animated Kerbal that enters/exits the cockpit. Note: Even if animating a Kerbal would be too much work (or too complex / prone to bugs) delayed transitions would still provide enhanced gameplay for airlock type hatches where Kerbal enters an intermediate chamber which then closes, hiding him/her so it can just disappear inside without animation. Player won't notice this and gameplay won't be broken. Extension of the above : Animations for kerbals in first person view (via plugins, stock is not a must) and transition enter/exit animations in portraits.
  20. Ok, so I've looked all over this forum and this is what I've come up with. KRAG System: (Kerbal Relative Artificial gravity) How it work right now while in orbit Kerbal up direction is based on the normal of the object below taken from a raycast kerbal is pushed downwards when it contacts a part it enters "Idle (Grounded)" state "AWSD" keys for movement Current Issues can't rotate kerbal ...yet when starting walking forward kerbal bounces up causing animation to stop as well as just being annoying The main issue I'm struggling with is the bouncing. I'm thinking its either colliders being enabled or the game is trying to re-orientate the kerbal to the planet below when walking starts. If anyone has any ideas I'd appreciate the help here is the VS project and a compiled dll is in bin/debug KRAG System
  21. So I was on Ike, and my lander can started to spin and spin and I decided to record it. I thought wat if I EVA and this happened, i could escape Ike, put me on a sub-orbital trajectory of Duna, and land on duna alive, only using the EVA suit. Check it out (it's a comedy video also): <Removed by moderation team> Tell me what do you think!
  22. I went to rescue a guy, and during the rendezvous, I looked away for a minute (I was at work) and my craft hit the craft of the guy I was rescuing, and it went spinning out of control. I got close again, and when I sent the rescuee out for EVA, he was flung away pretty fast. I caught up with him, and when I tried to activate the RCS, it wouldn't turn on. After closing and re-opening the game, I could turn the RCS on for the EVA, but a couple jets were stuck on, and I had almost no control. All the while, his arms are just flailing around, and he has an expressionless face. Is it possible the his spinning craft whacked him, and he died after exiting the craft and was floating around? I eventually gave up and terminated him from the tracking station. Just wondering if anyone else has seen this.
  23. this challenge is simple and to the point. How many kerbals can you stuff in the old airfeilds control tower? Here are the rules -the staircase/roof does not count -no hacking gravity or using timewarp -bonus points if you can land your transport on top of the tower -no lying
  24. Bill just tried to grab onto a ladder, hit his head and went totally rag doll, is now flying away from the ship at high velocity and won’t turn on his retro pack. On the surface, you rag doll until you come to a halt, Bill won’t be coming to a halt in space! What do I do?!
  25. I do an EVA around Mun. I don't turn on RCS or hit any ASDW controls, just click on EVA Report & Recycle continually. (I'm trying to hit different biomes, I'm about 20 km above the Mun's surface.) My Kerbonaut sometimes drifts away from my space ship. Today, right after starting the EVA I right-clicked and dragged to change the camera orientation, and my kerbonaut was flung up several km, and was going fast enough that even using the EVA propellant, I couldn't get the distance to start shrinking, it kept increasing until it was > 18 km and I gave up. Am I doing something wrong, or is this a known bug? Is there something I can do to avoid it? I had the MK-1 capsule, so there was only a single Kerbonaut on my space ship. I also had 2 tourists, a bunch of science stuff, some fuel tanks & terrier, but of course all engines were off when on EVA.
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