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Unmanned vehicles in .20


Ozymandias

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In .19 you could have a drone pod as your main piece and unoccupied manned pods. With the big change in .20 it doesn't work so smoothly. For some reason no matter what I have as a beginning part I can't get it like it used to. Is anyone else having this problem or know how to fix it? I'm trying to make a rescue craft.

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Welcome to the forums! :)

I think Squad mentioned in an earlier devblog that they were changing the way pods would get crewed at the same time that they would be eliminating the need for a pod as the root part.

That said, it's an easy fix. All you have to do is EVA the kerbalnauts in your manned pod and End Flight on them. You can then fly the vehicle as normal, since you still have the unmanned probe body providing control.

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Thanks for the welcom!

The problem with that is that eva'ing kerbals on kerbin leads to death or wacky ladder nonsense both of which I would like to avoid. I've implemented this bizarre wily coyote-esque contraption to try and do it. Thanks for the help.

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Actually, what I believe he is saying (and I have done this), is to EVA your kerbal, then (without moving them from the hatch) end flight. After that, go to the tracking station, control the craft that should still be on the pad at this point, (wrinse and repeat as neccessary) and you should be good to fly with an empty pod!

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