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Docking Port as Airlock & Crew Transfer Function


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Hey,

would be cool to have the possibility to use "normal" (not Sr. and Jr.) Docking Ports as Airlock, for entering and leaving a Vessel.

Suggestion details:

- Space for one Kerbal (maybe with IVA)

- Function to transfer Kerbals between Pods on the same/docked Vessel/s (like the Crew Manifest Add-On)

I think it's a simple to implement and really usefull Feature.

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Your second point is actually something the standard and Sr ports are meant to do, eventually, and moving Kerbals around a vessel without EVA should be as easy as moving fuel.

Using them as access doors though, novel, they'd essentially be airlocks :)

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It would be okay, yet a bit weird to have crew passing into fuel compartiments.

A better implementation would be to add "corridors" as fuzelage where the crew can pass through.

Like a "fuel crosfeed capable" part, but "crew passage capable".

That would have a big impact on how we build our space stations.

Also, if we get prebuilt adapters and fuzelage for all metric sizes, a fps IVA movement inside the ship would become possible, which would be not less than epic.

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It would be okay, yet a bit weird to have crew passing into fuel compartiments.

A better implementation would be to add "corridors" as fuzelage where the crew can pass through.

Like a "fuel crosfeed capable" part, but "crew passage capable".

That would have a big impact on how we build our space stations.

Also, if we get prebuilt adapters and fuzelage for all metric sizes, a fps IVA movement inside the ship would become possible, which would be not less than epic.

This would certainly throw an interesting wrench many of our spaceship designs. As long as you could still EVA and transfer crew that way, I think adding a "crew passage capable" system would certainly enhance gameplay.

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It would be okay, yet a bit weird to have crew passing into fuel compartiments.

A better implementation would be to add "corridors" as fuzelage where the crew can pass through.

Like a "fuel crosfeed capable" part, but "crew passage capable".

That would have a big impact on how we build our space stations.

Also, if we get prebuilt adapters and fuzelage for all metric sizes, a fps IVA movement inside the ship would become possible, which would be not less than epic.

I think there's a mod like this, It's all about hollow fuselages that your kerbonauts can move around inside of. I'll post a link later if I can find it.

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I was just suggesting to Mihara if there was a way to make a mod like this. It seems more realistic then using crew transfer mod.

This one needs to be dock to simulate transfer through the dock ports. Its closer to simulate a crew transfer minus the pressure lock areas.

Edited by therealcrow999
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  • 1 month later...
It would be okay, yet a bit weird to have crew passing into fuel compartiments.

A better implementation would be to add "corridors" as fuzelage where the crew can pass through.

Like a "fuel crosfeed capable" part, but "crew passage capable".

That would have a big impact on how we build our space stations.

Also, if we get prebuilt adapters and fuzelage for all metric sizes, a fps IVA movement inside the ship would become possible, which would be not less than epic.

There's plenty of station designs that have astronauts crawl through a crew tunnel that is surrounded by the station's fuel supply. The bottom part of the Salyut for example, or the planned Manned Orbiting Laboratory. So it's not that weird. The crew transfer parts would have to be limited to things that could logically have a place for a crew tunnel. Big fuel tanks, structural fuselages, etc. but not something like a 0.625m fuel tank or girders.

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There's plenty of station designs that have astronauts crawl through a crew tunnel that is surrounded by the station's fuel supply. The bottom part of the Salyut for example, or the planned Manned Orbiting Laboratory. So it's not that weird. The crew transfer parts would have to be limited to things that could logically have a place for a crew tunnel. Big fuel tanks, structural fuselages, etc. but not something like a 0.625m fuel tank or girders.

maybe have a "crew tunnel yes/no" in the part tweakables? it could permanently change the max fuel and dry mass value.

you can actually see in some part textures there is a "black spot" on the end, which suggests a crew tunnel.

Edited by Capt Snuggler
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nice idea, same logic like the fuel crossfeed...

it would be cool to just left click on a free docking port and become a list of all kerbals inside the vessel and a EVA button, like the original for pods.

and maybe it needs some time until the kerbal comes out, depends on the parts count between port and cabine/pod.

Edited by acc
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In a near future where we suppose to have life support, Kerbals that want to go EVA will absolutedly need airlocks. Command modules shoudn't allow u to simply get out without depressurize the whole module (that could also require time).

This will also allow to merge the habitable sections into a big open space with unified life support system like engines do for tanks. So, if i run out of O2 in one module i can provide O2 from the other ones, or recycle the dirt water with my specialized filter instead of carry X minifilters.

Edited by Keymaster89
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I would rather if only crew-capable specific parts connected via nodes would allow crew inside.

This would maintain reliability for IVA transfers and would allow you to walk inside the ship.

It would also make you not stick those parts to the walls, only nodes.

And even if you use struts or something to workaround the node issue, you wouldn't be abble to pass with crew on that part if the node is not the node is not a crew/passable node.

What i'm trying to explain here is that an ISS-like build would be needed in order to walk with crew inside the ship, and that would also allow doing that while on IVA without further displacement issues.

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I would rather if only crew-capable specific parts connected via nodes would allow crew inside.

This would maintain reliability for IVA transfers and would allow you to walk inside the ship.

It would also make you not stick those parts to the walls, only nodes.

And even if you use struts or something to workaround the node issue, you wouldn't be abble to pass with crew on that part if the node is not the node is not a crew/passable node.

What i'm trying to explain here is that an ISS-like build would be needed in order to walk with crew inside the ship, and that would also allow doing that while on IVA without further displacement issues.

yeah I agree. Also feels like this would be easier to implement. BUT i do want to suggest one exception. Doors/hatches. I think there should be a "crew passable node" on a door as well, so you can attach a docking port to it and create another direction for expansion. the doors are modeled on the inside so just change the door to open and allow crew through.

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eeerrrmmm... i don't know... sound pretty complicated making such modular space and camera that work in such small volume on iva,...

also, how u are supposed to move in there? a normal people in space have to grab some kind of handrail in order to push itself in some direction... they shoudn't have EVA suit on (or at least helmet and jetpack) in there, so how do u make such commands? i hope u don't pretend to make them swim in air...

Edited by Keymaster89
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eeerrrmmm... i don't know... sound pretty complicated making such modular space and camera that work in such small volume on iva,...

also, how u are supposed to move in there? a normal people in space have to grab some kind of handrail in order to push itself in some direction... they shoudn't have EVA suit on (or at least helmet and jetpack) in there, so how do u make such commands? i hope u don't pretend to make them swim in air...

You would play from a first person view, pressing W would make you go straight on the current tunnel you at, pressing S would make you go back, pressing A,D, Shift or Space wouldn't do anything.

Then, on an intersection, you would look at where you want to go and keep moving like that.

You don't need any more controls, everything can be simplified to a fps look and W/S keys (maybe use space to turn upsidedown)

Clicking would do the rest.

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