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Master Thread: Unresponsive Kerbals in EVA


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Kerbal save file structure.

...snip...

I have no problem with anything except kerbal frozen on the ground while performing EVA and I'm not sure if this will also happen in space. Your tips have helped everyone including me anyway.

Edited by Claw
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Your tips have helped everyone including me anyway.

Excellent! :D

I'm glad I could help you rescue your kerbals. It makes me happy every time one of those guys gets to come home!

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Hello, I built my first rovers and sent them to minmus. Within a few minutes, I managed to have all 5 kerbals thrown from their seats, and labled as debris... There's even one group of three them standing basically hand-in-hand on the ground. It's mentioned in the OP to leave a save file here if it glitches out, so here it is. No, there are no mods, and yes it's the newest version(only bought the game a couple weeks ago).

I think I'll just never use command seats in rovers from now on... my driving is pretty rough.

https://drive.google.com/file/d/0B-PoarUHgkhMNkFLZnFFQnZUNU0/edit?usp=sharing

You don't have to help me get them back(I'll just recruit new ones), but maybe the save will be useful when fixing the problem.

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  • 1 month later...
  • 2 months later...

to 1 meter higher and the kerbal was free again.

Oh, thanks for the extra info!

I'm actually surprised your guy didn't disappear. This seems to be slightly different, as the game is listing him on a suborbital trajectory (instead of landed).

Thanks again!

Many thanks to both Ringkeeper and Claw.

My kerbonaut was also stuck at Minmus similar to Ringkeeper's. I tried your way and sadly didn't helped.

Luckily for me I've stumbled upon Ringkeepers post and change altitude from 0.200312297791243 to 1.200312297791243 saved my precious kerbonauts and their work.

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For anyone who likes driving rovers as much as I do, you'll almost definitely come across this problem at some time or another. Here's my solution, which has saved countless Kerbals for me:

1. After a kerbal becomes non-responsive, stand another kerbal next to him, then ALT-TAB out of the game.

2. Go to your Saves folder and back up your Quicksave file by renaming it to whatever you want (VERY IMPORTANT!!).

3. Go back into the game and press F5 to create a new Quicksave file.

4. ALT-TAB out of the game again.

5. Open your new Quicksave file in any text editor and find the affected kerbal in it.

6. Open a SECOND instance of the Quicksave file and have them both on your screen side-by-side.

7. In the second Quicksave file, find the "good" kerbal that you stood next to the non-responsive one.

8. Now compare the two Kerbals in the files and you will see what is making the kerbal non-responsive.

9. Edit those lines to match the responsive one.

10. Save ONLY the edited Quicksave file.

11. Go back into the game and hold F9 to load your file.

If you've done it right your kerbal will come to life! If not, you can try again and again without having to load and re-load the game every time. As long as you have a good backup of your original Quicksave file you can always revert back and create a new file to edit, and if you don't succeed you've lost nothing.

Note: Saving this file with Notepad will default to saving as a .txt file and it won't load. Use "Save As" and make sure that when it lists files in the folder, the extension drop-down list is set to "All Files", and not ".TXT", and add the ".SFS" extension.

I hope this help someone. There's nothing worse than a bug costing a Kerbal's life.

Edited by LostOnTheMun
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There is now an add-on fix posted here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules-%28Release-v0-1-5-22-Nov-14%29

This will prevent kerbals from turning into debris. If you already have kerbals that are debris, this will recover them.

Cheers,

~Claw

Edited by Claw
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  • 1 month later...

Is there a fix for this that's compat with 0.90? I've been periodically having this and I do have the latest kerbal debris stock bug fix.

I'm asking because http://forum.kerbalspaceprogram.com/threads/106235-Kerbals-on-surface-EVA-get-stuck-animation-wise-when-offloaded

Maybe I'll also ask in the stock bug fix thread.

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I see you have a modded install. I can't say that I have seen complaints about kerbals stuck using the replication you stated in the other thread. However, I would be interested in more information to see if it really is a stock problem.

I can't read your log at the moment, but I would ask that you also upload a save file in your other thread. Looking through the save may give me a clue about what is happening to your kerbals. Also, if you could give step-by-step instructions for what you are doing, that would help me understand and replicate.

The stock bug fix modules are v0.90 Compatible, but the kerbal debris fix isn't quite aimed at the bug you describe.

Cheers,

-Claw

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Do you want me to put up one with the kerbals stuck or have one before that?

Also, I got the procedural fairings mod since, so, I've added that one.

EDIT: Would posting the quicksaves work??

Edit2: Umkay, I can't get it to reproduce right now, it happens sometimes.

Edited by smjjames
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Thanks for the tips, I managed to recover my Kerbal just 1 km away from his destination after a harrowing 45km drive through the desert (due to pilot error, he overshoot and then blew up his plane. Had to manually open the bay doors to extract his ride! Silly kerbal!)

Seegas Kerman owes you a beer the next time we see each other at the bar next to KSC!

http://hendric.smugmug.com/Other/Video-Games/i-45xfw9t

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Do you want me to put up one with the kerbals stuck or have one before that?

Also, I got the procedural fairings mod since, so, I've added that one.

EDIT: Would posting the quicksaves work??

Edit2: Umkay, I can't get it to reproduce right now, it happens sometimes.

One before, and one right after would be ideal. Along with the steps on how you got from the working one to the broken one. Quicksaves are fine.

Thanks for the tips, I managed to recover my Kerbal

Excellent! I'm glad to be of service.

and Welcome to the forums! :D

Cheers,

~Claw

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  • 4 weeks later...
is this bug just caused by a strange and random corruption of the file while in-game?

There was a bug that caused the kerbals to randomly freeze up. That one has been fixed, but there are still two ways to freeze up kerbals, and both have to do with external command seats.

When crashing a kerbal in an external command seat, there's a chance of turning the kerbal into debris. Generally this happens when their heads hit first (before the command seat) which can cause them to be dislodged. The end result is either that they are ejected from the seat as debris, or that they stay connected to the seat but are somehow immobilized due to being turned into a regular part (vice a kerbal part). So not exactly random, but also doesn't happen every time you crash.

Cheers,

~Claw

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Hi everyone, i been reading all the solutions to kerbals not working properly. but i'm stuck with a wear issue.

the kerbals can't walk. they jump, turn, activate RCS. but cant walk using their legs???.

already tried some fixes here listed but can't make it work. Any ideas????

thanks.

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  • 3 months later...

Hello, I tried the fix you detailed in the first post after two of my Kerbals got stuck in a ragdoll state in external command seats after a rover on Duna crashed. When I loaded the game with the edited save in place, I get stuck trying to resume my game. When I hit the Resume saved button on the main menu, the game pauses for a few seconds and then nothing happens. I'm not getting a list of my saves to load from. I made a backup of my save file before I tried editing it, and restored it when the edited file didn't work, but it still wont let me reload any of my saves.

I can start a new game, but not reload any saved games. Any ideas?

I'm on a sock KSP 1.0.2 install, and spent 345+ hours on my main save game so I'm really hoping I can get it working again.

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When I hit the Resume saved button on the main menu, the game pauses for a few seconds and then nothing happens.

...

I can start a new game, but not reload any saved games. Any ideas?

You have a corrupt save game floating around in there. Move all your save folders out somewhere safe, then put just your backup save back in (and keep a copy of your backup save somewhere safe still). Your save game folder should just have the persistence.sfs and your Ships folder.

Let me know if you are having problems.

Why don't any of the links work for me?

Which links? If you mean the ones that link to old bug reports, those threads have been moved to the archive.

Cheers,

-Claw

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  • 3 weeks later...

I realize this is a really old thread, but I can't seem to find help anywhere else sooooo,

I built a Mun rover. I have a guy in the Mun rover, in a command seat. I can drive around and do rover stuff. But he seems to be stuck. I can activate and use the EVA jetpack, which doesn't do much because he's strapped into the rover. I can't get out of the seat. I can't exit the rover. It's like he's EVA but his hands are strapped to the controls or something.

I tried anddoingstate = EVA and state = Seated (Command) but all that did was make my savefile unrecognizable to the game. Editing my quicksave just didn't do anything when I loaded it, and it wouldn't even show the load menu when I changed the main one.

So I'm kinda stuck. I'll cut my expedition short and get back to my station and see if I can do anything there, but I doubt it. Any clues as to why this is happening and how to fix it?

P.S. I do have a few basic mods, but they're just UI stuff like the alarm clock and Kerbal Engineer. I don't think they have anything to do with this, but I'll uninstall them if need be.

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I have a guy in the Mun rover, in a command seat. I can drive around and do rover stuff. But he seems to be stuck.

It is an old thread, but is still valid.

You need to look at the first page, and find the "If your kerbal is frozen sitting in an External Command Seat and unable to get out." section. You should use state = Seated (Command). If he's standing, then you might need to go check his idx value in the Roster section (near the end of your save file). It should be -1 I believe. It's been a while since I looked.

If all you have is KER and KAC, you can upload your save and I'll try to take a look.

Also, welcome to the forum. :D

Cheers,

~Claw

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Hi there.

I have sent Jebediah Kerman on a EVA mission from his ship to another ship on the moon (On foot). After arriving at the ship I quit the game and left. After coming back I realized that I had no control over Jedediah. I will post my BuildInfo and SFS file. Please take a look and tell me what I can do.

BuildInfo:

build id = 459

2014-04-01_11-06-56

Branch: master

SFS:


VESSEL
{
pid = 4d0c2dffdfcf438a9478fb9e0e12bfc6
name = Jebediah Kerman
type = EVA
sit = LANDED
landed = True
landedAt =
splashed = False
met = 7704.22000717348
lct = 595991.893374671
root = 0
lat = -16.4121720283532
lon = -291.327910561502
alt = 4374.88185848101
hgt = 0.1388997
nrm = -0.4407173,0.2872579,-0.8504417
rot = 0.5623886,-0.7126086,-0.4077658,-0.09815817
CoM = 0,0,0
stg = 0
prst = False
ref = 0
cPch = 0.2
cHdg = 0.3
cMod = 0
ORBIT
{
SMA = 102200.034866911
ECC = 0.999753543377283
INC = 16.4121720283619
LPE = 89.9999999999973
LAN = 152.37740203532
MNA = 3.14159265358979
EPH = 603696.113381844
REF = 2
}
PART
{
name = kerbalEVA
uid = 3914525160
mid = 652295016
parent = 0
position = 0,0,0
rotation = 0,0,0,1
mirror = 1,1,1
istg = 0
dstg = 0
sqor = -1
sidx = -1
attm = 0
srfN = None, -1
mass = 0.09375
temp = 0
expt = 0
state = 0
connected = True
attached = True
flag = Squad/Flags/kerbin
rTrf = referenceTransform
crew = 0
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = KerbalEVA
isEnabled = True
EVENTS
{
PlantFlag
{
active = True
guiActive = True
guiIcon = Plant Flag [1]
guiName = Plant Flag [1]
category = Plant Flag [1]
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
MakeReference
{
active = False
guiActive = True
guiIcon = Control From Here
guiName = Control From Here
category = Control From Here
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
OnDeboardSeat
{
active = False
guiActive = True
guiIcon = Leave Seat
guiName = Leave Seat
category = Leave Seat
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
RenameVessel
{
active = False
guiActive = True
guiIcon = Rename Vessel
guiName = Rename Vessel
category = Rename Vessel
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
MODULE
{
name = ModuleScienceExperiment
isEnabled = True
Deployed = False
Inoperable = False
EVENTS
{
DeployExperiment
{
active = True
guiActive = True
guiIcon = Deploy
guiName = Take Surface Sample
category = Deploy
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
CollectDataExternalEvent
{
active = False
guiActive = False
guiIcon =
guiName = Take Data
category =
guiActiveUnfocused = True
unfocusedRange = 1.5
externalToEVAOnly = True
}
ReviewDataEvent
{
active = False
guiActive = True
guiIcon = Review Data
guiName = Review Sample
category = Review Data
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
ResetExperiment
{
active = False
guiActive = True
guiIcon = Reset
guiName = Discard Sample
category = Reset
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
ResetExperimentExternal
{
active = False
guiActive = False
guiIcon = Reset
guiName = Discard Sample
category = Reset
guiActiveUnfocused = True
unfocusedRange = 1.5
externalToEVAOnly = True
}
}
ACTIONS
{
DeployAction
{
actionGroup = None
active = False
}
ResetAction
{
actionGroup = None
active = False
}
}
}
MODULE
{
name = ModuleScienceExperiment
isEnabled = True
Deployed = True
Inoperable = False
EVENTS
{
DeployExperiment
{
active = True
guiActive = True
guiIcon = Deploy
guiName = EVA Report
category = Deploy
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
CollectDataExternalEvent
{
active = True
guiActive = False
guiIcon =
guiName = Take Data
category =
guiActiveUnfocused = True
unfocusedRange = 1.5
externalToEVAOnly = True
}
ReviewDataEvent
{
active = True
guiActive = True
guiIcon = Review Data
guiName = Review Report
category = Review Data
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
ResetExperiment
{
active = False
guiActive = True
guiIcon = Reset
guiName = Discard Report
category = Reset
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
ResetExperimentExternal
{
active = False
guiActive = False
guiIcon = Reset
guiName = Discard Report
category = Reset
guiActiveUnfocused = True
unfocusedRange = 1.5
externalToEVAOnly = True
}
}
ACTIONS
{
DeployAction
{
actionGroup = None
active = False
}
ResetAction
{
actionGroup = None
active = False
}
}
ScienceData
{
data = 8
subjectID = evaReport@MunSrfLandedEastCrater
xmit = 1
labBoost = 0
title = EVA Report from the Mun's East Crater
}
}
MODULE
{
name = ModuleScienceContainer
isEnabled = True
EVENTS
{
StoreDataExternalEvent
{
active = True
guiActive = False
guiIcon =
guiName = Give Data (13)
category =
guiActiveUnfocused = True
unfocusedRange = 1
externalToEVAOnly = True
}
CollectDataExternalEvent
{
active = True
guiActive = False
guiIcon =
guiName = Take Data (13)
category =
guiActiveUnfocused = True
unfocusedRange = 1
externalToEVAOnly = True
}
ReviewDataEvent
{
active = True
guiActive = True
guiIcon = Review Data
guiName = Review Stored Data (12)
category = Review Data
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
ScienceData
{
data = 8
subjectID = evaReport@MunInSpaceHigh
xmit = 1
labBoost = 0
title = EVA Report while in space high over the Mun
}
ScienceData
{
data = 8
subjectID = evaReport@MunInSpaceLowEastCrater
xmit = 1
labBoost = 0
title = EVA Report from space just above the Mun's East Crater
}
ScienceData
{
data = 25
subjectID = mobileMaterialsLab@MunInSpaceHigh
xmit = 0.2
labBoost = 0
title = Materials Study while in space high over the Mun
}
ScienceData
{
data = 25
subjectID = mobileMaterialsLab@MunSrfLandedEastCrater
xmit = 0.2
labBoost = 0
title = Materials Study from the Mun's East Crater
}
ScienceData
{
data = 10
subjectID = mysteryGoo@MunSrfLandedEastCrater
xmit = 0.3
labBoost = 0
title = Mystery Gooâ„¢ Observation from the Mun's East Crater
}
ScienceData
{
data = 10
subjectID = mysteryGoo@MunInSpaceHigh
xmit = 0.3
labBoost = 0
title = Mystery Gooâ„¢ Observation while in space high over the Mun
}
ScienceData
{
data = 10
subjectID = mysteryGoo@MunInSpaceLow
xmit = 0.3
labBoost = 0
title = Mystery Gooâ„¢ Observation while in space near the Mun
}
ScienceData
{
data = 8
subjectID = temperatureScan@MunInSpaceLow
xmit = 0.5
labBoost = 0
title = Temperature Scan while in space near the Mun
}
ScienceData
{
data = 8
subjectID = temperatureScan@MunSrfLandedEastCrater
xmit = 0.5
labBoost = 0
title = Temperature Scan from the Mun's East Crater
}
ScienceData
{
data = 30
subjectID = surfaceSample@MunSrfLandedEastCrater
xmit = 0.25
labBoost = 0
title = Surface Sample from the Mun's East Crater
}
ScienceData
{
data = 8
subjectID = evaReport@MunSrfLandedEastCrater
xmit = 1
labBoost = 0
title = EVA Report from the Mun's East Crater
}
ScienceData
{
data = 5
subjectID = crewReport@MunSrfLandedEastCrater
xmit = 1
labBoost = 0
title = Crew Report from the Mun's East Crater
}
}
MODULE
{
name = FlagDecal
isEnabled = True
flagDisplayed = True
EVENTS
{
ToggleFlag
{
active = True
guiActive = False
guiActiveEditor = True
guiIcon = ToggleFlag
guiName = ToggleFlag
category = ToggleFlag
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
RESOURCE
{
name = EVA Propellant
amount = 0.555477452417899
maxAmount = 5
flowState = True
isTweakable = False
hideFlow = False
flowMode = Both
}
}
ACTIONGROUPS
{
Stage = False, 0
Gear = True, 0
Light = False, 0
RCS = False, 0
SAS = False, 0
Brakes = False, 0
Abort = False, 0
Custom01 = False, 0
Custom02 = False, 0
Custom03 = False, 0
Custom04 = False, 0
Custom05 = False, 0
Custom06 = False, 0
Custom07 = False, 0
Custom08 = False, 0
Custom09 = False, 0
Custom10 = False, 0
}
DISCOVERY
{
state = -1
lastObservedTime = 0
lifetime = Infinity
refTime = Infinity
size = 2
}
FLIGHTPLAN
{
}
CTRLSTATE
{
pitch = 0
yaw = 0
roll = 0
trimPitch = 0
trimYaw = 0
trimRoll = 0
mainThrottle = 0
}
}

Edited by Claw
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