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Allow EVAs via connected parts.


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The mod Ship Manifest (formerly Crew Manifest) has this as a mod feature. It is certainly useful.

 

Some have mods for measuring connected parts but I like to use my own imagination and do things like assign certain fuel tanks to be additional space.

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1 minute ago, Andem said:

Same. Wish they would remove that. Also, Why does it exist?

So people don't go around clicking like.  I think we're mature enough to not do that, though.

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7 minutes ago, CliftonM said:

So people don't go around clicking like.  I think we're mature enough to not do that, though.

Yeah. If people really wanted to spam, you would see actual spam.

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On 16/01/2016 at 3:13 AM, CliftonM said:

So people don't go around clicking like.  I think we're mature enough to not do that, though.

For the most part I agree, but sadly some people aren't.

And, more importantly, it adds some actual value to when you 'like' something, with a limited budget you tend to be more careful where you spend your funds.

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I kinda like this idea from an ease of use/quality of life perspective, but at the same time it seems pretty realistic to me that they would need a clear/open path to the door.

For example; have your friend get in the drivers seat of a car, now try to get into the passenger seat by climbing over top of him.

Not too easy is it?

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40 minutes ago, Rocket In My Pocket said:

I kinda like this idea from an ease of use/quality of life perspective, but at the same time it seems pretty realistic to me that they would need a clear/open path to the door.

For example; have your friend get in the drivers seat of a car, now try to get into the passenger seat by climbing over top of him.

Not too easy is it?

look at the cockpit model, the door is clearly behind the seat

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12 minutes ago, se5a said:

look at the cockpit model, the door is clearly behind the seat

It's a general statement, Wasn't referring to any one particular model of cockpit.

Sure some of them actually may appear to have enough extra room depending on how the IVA is modeled but we can't go deciding it case by case, it has to be one blanket rule for all of them for simplicity's sake.

The basic logic holds true in my opinion, if a command module is full of Kerbals then it doesn't really have enough free room for additional Kerbals to move through it.

Edited by Rocket In My Pocket
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21 minutes ago, Rocket In My Pocket said:

It's a general statement, Wasn't referring to any one particular model of cockpit.

Sure some of them actually may appear to have enough extra room depending on how the IVA is modeled but we can't go deciding it case by case, it has to be one blanket rule for all of them for simplicity's sake.

The basic logic holds true in my opinion, if a command module is full of Kerbals then it doesn't really have enough free room for additional Kerbals to move through it.

Whilst this makes some sense, would it not be sensible to assume that they are capable of moving around to let their colleagues past without the need for the player to micro manage it?

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1 hour ago, pandaman said:

Whilst this makes some sense, would it not be sensible to assume that they are capable of moving around to let their colleagues past without the need for the player to micro manage it?

Depends which cockpit/pod you are talking about, but like I said I'm not against his idea I was just stating a rationalization about why I think it is currently the way it is.

All opinions aside, wouldn't this be a pretty easy thing to mod in?

Perhaps someone already has, who knows?

Edited by Rocket In My Pocket
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33 minutes ago, Rocket In My Pocket said:

Depends which cockpit/pod you are talking about, but like I said I'm not against his idea I was just stating a rationalization about why I think it is currently is the way it is.

All opinions aside, wouldn't this be a pretty easy thing to mod in?

Perhaps someone already has, who knows?

Well yes some pods have more space than others, so in that regard your rationalization makes sense.  Though (and I think we are on the same wavelength with this) as a single common 'rule' from a gameplay perspective I think it would make sense to allow crew to transfer through to the nearest available exit.

I don't know of any mods myself, but I wouldn't be surprised if there is one, and I guess (but don't actually 'know') it wouldn't be too hard to program in for stock.

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I don't like the idea of "EVA automatically through whichever hatch is nearest," just because it can be unpredictable and not super obvious.

A better solution would be to just add a hatch to the Mk1 crew cabin.  It's the only crewed part that doesn't have one.

(Unless you consider the lack-of-hatch to be a feature rather than a bug, i.e. a challenge to design around.)

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2 hours ago, Snark said:

I don't like the idea of "EVA automatically through whichever hatch is nearest," just because it can be unpredictable and not super obvious.

A better solution would be to just add a hatch to the Mk1 crew cabin.  It's the only crewed part that doesn't have one.

(Unless you consider the lack-of-hatch to be a feature rather than a bug, i.e. a challenge to design around.)

I've noticed that a lot of part mods like to install airlocks,even though they have no purpose. maybe a tool that allowed you to set a certain hatch as the master hatch that kerbals would go through by default...

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2 hours ago, Snark said:

I don't like the idea of "EVA automatically through whichever hatch is nearest," just because it can be unpredictable and not super obvious.

I hadn't thought of that :D.  Visually I quite like the fact that the mk1 crew cabin doesn't have a hatch, but it is a pain because of it.

Aahhh.... Maybe when you click to EVA  all available hatches get highlighted, in the same way crew transfer works, and you select where you want to exit.

EDIT.  Andem's idea above, for choosing a 'master hatch' could be a good solution, it could be added to the existing hatch right click menu 

Edited by pandaman
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On 17-1-2016 at 8:24 PM, Snark said:

I don't like the idea of "EVA automatically through whichever hatch is nearest," just because it can be unpredictable and not super obvious.

A better solution would be to just add a hatch to the Mk1 crew cabin.  It's the only crewed part that doesn't have one.

(Unless you consider the lack-of-hatch to be a feature rather than a bug, i.e. a challenge to design around.)

I won't be really in favor of that. It would mean chopping a hole in either the roof or the floor, which is really unrealistic when you're building actual aircraft. It would be nicer to have a separate hatch module which enables the Mk1 crew cabin to do EVAs and also, to let Kerbals board or exit a jet when it's on the ground. It would only work if the "Allow EVA when part XYZ is connected" dynamic is implemented, though.

When it comes to Kerbals doing an EVA through neighbouring modules which are occupied, I guess that would still make sense, picture the scenario:

* Jeb is flying the Mk1 cockpit and Bill and Bob are behind him in the crew module. Bob wants to EVA, but right now, he can't, because it would mean either going to the lavatory in the back, or paying Jeb a visit in the cockpit in the front. The only way out is through the Mk1 cockpit hatch which is right over Jeb's head.

* Fortunately Jeb isn't stupid (as opposed to some of his colleagues) and he EVAs to allow Bob some room to pass through his cockpit and out the hatch, returning to his seat when Bob is done clamboring over his pilot's seat. When Bob wants to get back in, the sequence is reversed.

It would be stupid to have the player require Jeb to EVA manually, then transfer Bob into the cockpit, EVA him, and return Jeb back in the cockpit. I can't think of a scenario where that would pose an additional gameplay challenge so the behavior should be trivial.

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