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Help in rescuing Kerbals in orbit when they're inside rocket parts without hatches/exits


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Hi everybody,

Started a new career game and accepted a mission to rescue a kerbal stuck in LKO. When I got near and switched to the distressed kerbal, was surprised to see him inside a 7x Huge Rocketparts Hexicans :confused: worse still, there's no way to exit the thing :P

Not sure if it's a bug or a mod compatibility that's causing this or... it's the game's way of bringing home the rescued kerbal along with his... "ship" back to Kerbin. :D

Any explanation, techniques, quick fixes will surely be appreciated. :)

Edited by Vist
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I personally would land the rescue ship normally, then Hyperedit the hexicans down into a landing and recover them. If you really wanted to be a stickler you could then edit your save game to remove the money you got for recovery but I'd take it as payment for dealing with the annoyance.

I assume you'd get the Kerbal and complete the contract at that point, but if you didn't, you could always Alt-F12 complete the contract and/or hire a new Kerbal (hacking the save to give yourself back the money if you felt it was important).

A lot of annoyance to fix a bug, but it's the best I got. At the VERY least you should Alt-F12 to complete or cancel the contract without penalty, seeing as it's not your fault you can't complete the contract normally.

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Do away with landing capsules, use Klaw-based landing modules exclusively. Airbrakes, parachutes, RCS. Grab the module, deorbit, recover. Same craft for "rescue Kerbal", "retrieve Element" and "save Kerbal, retrieve cabin".

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Do away with landing capsules, use Klaw-based landing modules exclusively. Airbrakes, parachutes, RCS. Grab the module, deorbit, recover. Same craft for "rescue Kerbal", "retrieve Element" and "save Kerbal, retrieve cabin".

...and if you're lucky, the Klaw won't destroy the universe or cause other infernal shenanigans. It's notoriously buggy. Maybe you've had better luck with it, but it breaks my game about 3 tries out of 4, just simply not worth the hassle to me.

When I run into this bug, I just edit the save file to turn whatever-it-is into a Mk1 lander can, then proceed.

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I personally would land the rescue ship normally, then Hyperedit the hexicans down into a landing and recover them. If you really wanted to be a stickler you could then edit your save game to remove the money you got for recovery but I'd take it as payment for dealing with the annoyance.

I assume you'd get the Kerbal and complete the contract at that point, but if you didn't, you could always Alt-F12 complete the contract and/or hire a new Kerbal (hacking the save to give yourself back the money if you felt it was important).

A lot of annoyance to fix a bug, but it's the best I got. At the VERY least you should Alt-F12 to complete or cancel the contract without penalty, seeing as it's not your fault you can't complete the contract normally.

It's possible there's more than one cause, but a bug in the USI MKS mod causes every part to look like it is manned and allows you to get rescue contracts like that. There's an easy fix.

Check out this thread for details:

http://forum.kerbalspaceprogram.com/threads/126658-Rescue-missions-Sending-me-to-Probe-cores

Do away with landing capsules, use Klaw-based landing modules exclusively. Airbrakes, parachutes, RCS. Grab the module, deorbit, recover. Same craft for "rescue Kerbal", "retrieve Element" and "save Kerbal, retrieve cabin".
...and if you're lucky, the Klaw won't destroy the universe or cause other infernal shenanigans. It's notoriously buggy. Maybe you've had better luck with it, but it breaks my game about 3 tries out of 4, just simply not worth the hassle to me.

When I run into this bug, I just edit the save file to turn whatever-it-is into a Mk1 lander can, then proceed.

Thanks for all your advises, techniques and tips guys :) Adding the missing "}" inside the MMIVA.cfg file fixed the bug for me for all my rescue missions. :)

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