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hatch protection


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would it be possible to make a 'red zone' around the hatch to stop things being stuck on it?

B9D3A667F406462C42CC47175EABDAF50D3AD4B7

nothing worse than getting to outer space and finding you can't get out because i've stuck a light on the hatch. yeah, noob mistake, but one that only impinges on the fun.

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Maybe this issue will be addressed in the software and maybe it won't, but there's a simple solution you can implement now without waiting for the devs: test your ship on the pad while you're building it. Saves no end of heartache if you catch a problem right there where it will take seconds to fix rather than stumbling upon it while in Eeloo orbit.

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What would be nice is to have two hatches, I have had an outbreak of hatch obstructed because of bad landings (3 times in a row :confused:)

An emergency hatch can be located on the top/bottom (mk1 pod, lander can) with kind of explosive nuts, removing any object on top like a chute.

To make thing simple, it can be an integrated decoupler to every manned pods.

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Maybe this issue will be addressed in the software and maybe it won't, but there's a simple solution you can implement now without waiting for the devs: test your ship on the pad while you're building it. Saves no end of heartache if you catch a problem right there where it will take seconds to fix rather than stumbling upon it while in Eeloo orbit.
Van, you've got it right. The problem stems from the "Engineering and Design Dept." Whether you're a noob or a vet, one should only have to make this mistake once!
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Could you please edit this with an explanation as to what in the heck is going on there? It doesn't look like the hatch is obstructed at all!

I would if I could. It's happened a few times before with other pods. I sent Derbert out on a quick solar excursion to dip out then back in of Kerbins SoI, but when he got there, despite the hatch being clear, it said it wasn't so he was denied his solar EVA.. weird thing was, once I was back in Kerbins SoI, he could get back out again (this was with the Mk1-2 pod). All ok though - next time I was exiting Kerbins SoI (trip to Duna), I made sure to bring him along to so he could still be the first kerbal on EVA around the Sun.

As for the above image, I did a little hop to a different biome and could get out no problem there. I have no idea what causes this, but I know I'm not alone.

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The benefits of fixing this are out weighed against what it would take to fix it.

The benefit would be no more screwed missions. The changes would the Devs have to change all the pods to keep the doors clear. Truthfully this problem really should only happen once. Its one of those noob mistakes.

I feel that such an issue could stay in the game until release. Its almost like giving a warning that there is no parachute on an early flight. It could be implemented but why? The benefits aren't much and changing it could be nice but isn't necessary.

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The thing is, the game tries to deploy the Kerbal in front of the hatch and withdraws if it detects collision with another object. However the way it deploys the Kerbal is not very consistent, when getting multiple Kerbals out of a capsule they each appear in different position. Also the collision check was not very precise as sometimes it would detect a collision that's not there and sometimes it would put the Kerbal to a place which overlaps with something and that would send him flying.

Hopefully it will get fixed sometime.

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I find testing to be the best prevention of this issue. Any manned craft I make gets its EVA capabilities (doors, ladders, etc) tested on the pad before anything gets launched into orbit. All it took was getting burned once on an interplanetary flag-planting mission to demonstrate to me the necessity of testing.

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I would if I could. It's happened a few times before with other pods. I sent Derbert out on a quick solar excursion to dip out then back in of Kerbins SoI, but when he got there, despite the hatch being clear, it said it wasn't so he was denied his solar EVA.. weird thing was, once I was back in Kerbins SoI, he could get back out again (this was with the Mk1-2 pod). All ok though - next time I was exiting Kerbins SoI (trip to Duna), I made sure to bring him along to so he could still be the first kerbal on EVA around the Sun.

As for the above image, I did a little hop to a different biome and could get out no problem there. I have no idea what causes this, but I know I'm not alone.

Restarting the game solves the problem for me.

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I had a ship last night where I put some lights at the top of a lander can, facing prograde, and whenever my Kerbal went EVA he knocked his head on the light and was sent spinning Sandra Bullock-style into space. My mistake though. This really seems like the kind of mistake you make a few times, and then just learn not to do again.

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