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Kerbal EVA sometimes exits capsule at zero orbital speed


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When I send crew members on EVA, they sometimes have 0 m/s speed. It seems random because I haven't noticed a pattern yet. It's happened with different capsule types, and around Kerbin, Mun, and I think Minmus in JNSQ.

At best, the capsule flies away as it continues orbit, leaving the Kerbal to fall towards the surface. I use the cheat menu or hyperedit to return the Kerbal near the capsule. At worst, the Kerbal and ship explode. I think explosions happen when the hatch faces prograde, and the orbiting capsule immediately strikes the exiting, stationary Kerbal.

It's very intermittent. I can have a new vessel in orbit, do many EVAs in a row without issue, then the next EVA might have the issue, and after cheating back to the capsule the next EVA is good again.

I recently started a new 1.12.2 game. Is this a known bug? Or are one of my 100+mods causing it? Contents of gamedata listed in spoiler.

Spoiler

000_ClickThroughBlocker
000_FilterExtensions
000_FilterExtensions_Configs
000_Toolbar
001_ToolbarControl
999_KSP-Recall
AirplanePlus
AntennaHelper
Astrogator
AtmosphereAutopilot
B9_Aerospace_ProceduralWings
B9PartSwitch
Benjee10_X-37B
BetterBurnTime
BetterLoadSaveGame
BetterSRBs
BetterTimeWarp
C1usta TUFX
CommNetAntennasInfo
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
ContractConfigurator
ContractPacks
CraftManager
CryoEngines
CryoTanks
CustomBarnKit
CustomPreLaunchChecks
DeployableEngines
DistantObject
DMagicUtilities
DockingCamKURS
DynamicBatteryStorage
EnvironmentalVisualEnhancements
Firespitter
FTLDriveContinued
Historian
JanitorsCloset
JNSQ
JNSQRealDate
JX2Antenna
KASA
KerbalAtomics
KerbalEngineer
KerbalKonstructs
Kerbaltek
Kopernicus
Kronometer
KSCExtended
KSP_PartVolume
KSPRescueContractFix
KXAPI
MarkIVSystem
Mk2Expansion
Mk3Expansion
MoarFilterExtensionConfigs
ModularFlightIntegrator
ModularLaunchPads
NearFutureAeronautics
NearFutureConstruction
NearFutureElectrical
NearFutureExploration
NearFutureLaunchVehicles
NearFutureProps
NearFuturePropulsion
NearFutureSolar
NearFutureSpacecraft
OSSNTR
PlanetaryBaseInc
PlanetShine
QuazSpace
ReStock
ReStockPlus
SCANsat
scatterer
ScienceAlert
SimpleAdjustableFairings
SimpleAdjustableFairings-KWRocketry
SituationModuleInfo
SpaceTuxLibrary
Squad
SquadExpansion
SquiggsySpaceResearch
StagedAnimation
StageRecovery
StationPartsExpansionRedux
TrackingStationEvolved
TriggerTech
TUFX
TundraSpaceCenter
TweakScale
UnKerballedStart
Waterfall
WaterfallRestock
WaypointManager
WildBlueIndustries
ZeroMiniAVC
zFinal_FilterExtensions
partVolumes.cfg
ModuleManager.ConfigCache
ModuleManager.ConfigSHA
toolbar-settings.dat
999_Scale_Redist.dll
ModuleManager.4.2.1.dll
ModuleManager.Physics
ModuleManager.TechTree

 

Edited by DeadJohn
Added mod list
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I had pretty much the same problem last month, but in 1.11.  The mechanics were really weird - the universe moved instead of the kerbal when thrusters were activated, the kerbal was in orbit at 0 m/s, and indestructible, quicksaving and reverting didn't fix the problem, and any craft using a command seat also got messed up.

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7 hours ago, Entropian said:

I had pretty much the same problem last month, but in 1.11.  The mechanics were really weird - the universe moved instead of the kerbal when thrusters were activated, the kerbal was in orbit at 0 m/s, and indestructible, quicksaving and reverting didn't fix the problem, and any craft using a command seat also got messed up.

My 1.12.2 situation isn't quite the same.

My Kerbals are not indestructible (they can burn up on reentry if they are high enough above Kerbin to accelerate). The 0 m/s problem doesn't need a reload; after I cheat teleport back to the capsule, the next EVA is okay.

I haven't used a command seat yet during this save.

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