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Rescue missions: how to tell the game not to use parts without airlocks


Mokmo

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Some mods i have have part that containt crew but no airlock door. 
So once in a while a rescue mission spawns a container for the rescue only for me to fly to it and see i can't get the little guy out... 

Is there a way to tell the game not to use parts that don't have a hatch? Some ModuleManager config that could be used maybe ?

 

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4 minutes ago, Mokmo said:

Some mods i have have part that containt crew but no airlock door. 
So once in a while a rescue mission spawns a container for the rescue only for me to fly to it and see i can't get the little guy out... 

Is there a way to tell the game not to use parts that don't have a hatch? Some ModuleManager config that could be used maybe ?

Not the solution you're looking for, but you can always claw the craft and "transfer" the Kerbal to your ship.

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Another unwanted answer would be to edit the config file to add a docking module to the part in question if you don't have the claw yet.

 

Other than that it's good practice for a modder to atleast Configure hatches on the end nodes of their part in which case you should take up the matter with the author of the part that is giving you trouble.

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If you have mods, use the KAS pipes, which will count as docking. That will let you transfer the kerbal to safety. Alternately, use KIS to attack the pod to your ship, and fly home. I routinely do this, as USI mod screws me over on rescue missions regularly.

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1 hour ago, sardia said:

If you have mods, use the KAS pipes, which will count as docking. That will let you transfer the kerbal to safety. Alternately, use KIS to attack the pod to your ship, and fly home. I routinely do this, as USI mod screws me over on rescue missions regularly.

I could use the newly unlocked claw too ?

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Just now, 5thHorseman said:

Ahem.

:wink:

Obviously i went through the whole thing too fast. Thanks for the solutions, the mission had a large timeframe and i was considering the docking port option once unlocked, but it was still far at time of posting. 

 

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56 minutes ago, Mokmo said:

I could use the newly unlocked claw too ?

It's less finicky than the claw, and has a wider reach since you can EVA your pipes to the module. It also easier to get into orbit since it fits in your Kerbal inventory. Lastly, it's cheap to research.

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  • 1 year later...

Sorry for the reviving but I have had a similar problem.

During my last rescue mission, the part supposed to hold the Kerbal was a KIS container, without even a habitation space. No Kerbal was in it. I tried to determine which mod the part is from but couldn't.

Is there a way to edit cfg files to make a part ineligible (or eligible) to rescue missions ? 

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3 hours ago, kermand said:

Sorry for the reviving but I have had a similar problem.

During my last rescue mission, the part supposed to hold the Kerbal was a KIS container, without even a habitation space. No Kerbal was in it. I tried to determine which mod the part is from but couldn't.

Is there a way to edit cfg files to make a part ineligible (or eligible) to rescue missions ? 

You might check out this thread 

 

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