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Kerbals on EVA get no monopropellant, even when host ship has plenty


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So... new career, tried to do my first 'rescue Kerbal from LKO' contract, rendezvous went fine, ejected them from their capsule to hop on over... no monoprop.  Huh... weird.  Went to fly over with Valentina to try and push the stranded Kerbal towards the ladder... Val also had no monoprop.  Checked the parent ship, full monoprop tanks.  Even went so far as to try and edit the save file...  turns out my EVA packs don't have a monoprop tank??

Any idea which mod might have caused this, and how to fix it?

List of installed mods:

image-2022-02-20-163949.png

 

Any troubleshooting help would be appreciated

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1 hour ago, jimmymcgoochie said:

Check the module manager logs and search for KerbalEVA and EVAJetpack (I think) to find all the patches that were applied to them. Jetpacks being separate parts was added in 1.11 so any mods that haven’t been updated to that yet are prime suspects.

 

Yup, that helped.  The culprit was Kerbalism  (even though I only had the science only config)  

 

Guess I'm back to stock science  :/

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3 hours ago, Atlessa said:

 

Yup, that helped.  The culprit was Kerbalism  (even though I only had the science only config)  

 

Guess I'm back to stock science  :/

You could just delete the Kerbalism config that changes the EVA jetpacks, which should solve this problem while keeping Kerbalism science.

Spoiler

Or use full Kerbalism and embrace the challenges of life support, radiation, part failures, Kerbal health etc.

It’s not as hard as you might think, at least for short-term missions and when you plan ahead properly, plus you can disable things you don’t want e.g. turn off part failures or make radiation shielding block all external radiation

 

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49 minutes ago, jimmymcgoochie said:

You could just delete the Kerbalism config that changes the EVA jetpacks, which should solve this problem while keeping Kerbalism science.

 

Where do I find those?  I checked Gamedata/Kerbalism and Gamedata/KerbalismScienceOnly  and couldn't find them...

 

  Hide contents

Or use full Kerbalism and embrace the challenges of life support, radiation, part failures, Kerbal health etc.

It’s not as hard as you might think, at least for short-term missions and when you plan ahead properly, plus you can disable things you don’t want e.g. turn off part failures or make radiation shielding block all external radiation

 

I did that in the past.  I have two big problems with the 'full' Kerbalism config; 

1: it doesn't really add anything to the game except tedium, and considering that I REALLY stop having fun when the game becomes tedious I'd really rather avoid that.

2: It makes my rockets/ships have WAY more parts, which means less FPS and more RAM usage, which means less fun and more crashes.

 

Also I have other mods in my cache that I think implement those better.  Snacks for 'life support',   DangIt! for reliability and a few others that I can't remember the names of right now.

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