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Found new issue regarding EVA in Version 25 ...


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Nope, at least not that I've seen.

Ladders have always had a bit of chance associated with their use, but they've become far less reliable with .25. Just be ready to use the jetpack as soon as you click EVA.

As usual, having other parts attached near the hatch will greatly increase the chance of things being wonky, but it'll happen even with bare capsules.

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Well, if you aren't opposed to mods, I have created a small module to fix this stock bug. (Yes, it is a bug.)

It's called EVAEjectionFix and you can find it here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules

Other than that, I couldn't find a way to "fix" this one without building an add-on.

Cheers,

~Claw

Edited by Claw
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Wow this is annoying, almost a game breaker for a new player. I remember white knuckling ladders as a newbie because RCS control is so hard to get the hang of.

Here are some things that have helped me deal with the ladder fling issue.

Is seems that when Kerbals exit the cockpit, they are given momentum is the 'S' direction. I've yet to see one go 'W'. Cockpit ladders are short ( 3 rungs? ), so I find it helps to have a fully extended ladder under the hatch, and as soon as the camera switches to EVA, press 'W' to counter act the phantom 'S' momentum.

Then I scramble to spin the camera around so I can see what's happening ( Thanks EVA camera angle! :rolleyes: ) and start micromanaging whatever sorry sot, er... great hero has gone EVA, because someone at the KSC has greased all the ladders. They are very nearly frictionless, so constant management is advised, although sometimes Kerbals will settle to nearly motionless. Get what you need and get back in the darn spacecraft.

Hope this helps.

Edited by Aethon
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Is seems that when Kerbals exit the cockpit, they are given momentum is the 'S' direction. I've yet to see one go 'W'. ... someone at the KSC has greased all the ladders. They are very nearly frictionless

Huh. That's almost exactly the opposite of what I've experienced in 0.25. Mind you, I seem to have escaped the worst of the "high-speed ejection upon leaving the capsule" but. I have noticed weird behavior with ladders, which may be related or may be a completely different bug. But what I've seen with ladders is that they exert a W-direction force. I have to FIGHT to get a Kerbal to descend a ladder; it's generally easier to just have them jump and fall to the surface of a low-gee world. OTOH, to get them back into the ladder, I usually just have to "grab". From there, they LEVITATE up the ladder and my challenge becomes getting them aboard at the exact moment they're opposite the hatch, before they drift right past the hatch and past the top of the capsule.

Maybe there's more than one EVA bug? Or the bug affects different users in different ways? (Perhaps it changes with mods installed, or the bug expresses itself in different ways depending on details of craft construction?)

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Since version 2.5, my pilot is often ejected violently away from the capsule when he goes EVA. They usually tumble either "up" or "down" at high speed relative to the ladder on the capsule they just exited. This can be a nuisance when gathering EVA reports, since it instantly propels him away from his ship at high speed, requiring significant use of EVA fuel to get him back. The consequences when landed on the Mun or Minmus can be spectacular, as the pilot is often catapulted upwards or into the ground at high speed!

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Maybe there's more than one EVA bug? Or the bug affects different users in different ways? (Perhaps it changes with mods installed, or the bug expresses itself in different ways depending on details of craft construction?)

Yes, there is in fact more than one EVA bug.

- The one I managed to make a fix for is the ejection bug. Where you go EVA and find your kerbal hurtling away from the airlock. This problem is a combination of kerbal clipping and kerbal's not actually grabbing the ladder upon EVA.

- The second EVA problem is ladder sliding. If you wait too long, the end result is the kerbal sliding off the ladder (either up or down), but without much "flinging" involved. The direction seems more to do with orientation of the ship, rather than always "up" or "down" the ladder. My EVAEjectionFix fixes this very slightly, but only upon initial EVA. I am looking further to see if I can prevent this, but I think it has to do with floating point errors.

They may seem related, but they are definitely different bugs. You can't really do anything to prevent the Ejection bug (without my fix), and with the ladder slide you just have to constantly watch your kerbal to make sure he doesn't slide off.

Cheers,

~Claw

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Huh. That's almost exactly the opposite of what I've experienced in 0.25. Mind you, I seem to have escaped the worst of the "high-speed ejection upon leaving the capsule" but. I have noticed weird behavior with ladders, which may be related or may be a completely different bug. But what I've seen with ladders is that they exert a W-direction force. I have to FIGHT to get a Kerbal to descend a ladder; it's generally easier to just have them jump and fall to the surface of a low-gee world. OTOH, to get them back into the ladder, I usually just have to "grab". From there, they LEVITATE up the ladder and my challenge becomes getting them aboard at the exact moment they're opposite the hatch, before they drift right past the hatch and past the top of the capsule.

Maybe there's more than one EVA bug? Or the bug affects different users in different ways? (Perhaps it changes with mods installed, or the bug expresses itself in different ways depending on details of craft construction?)

Yep, that's my experience in 0.25. As soon as I click EVA, I have to hit the S control, and more often than not the Kerbal does not get ejected away. As mentioned above, it helps to have a ladder underneath the pod rungs so that you can back him down that ladder somewhat - this gains you time. They tend to drift in the "W" direction (typically to the top of the ship) in all of my experiences. Seems independent of whether you are in a low orbit around Kerbin, or somewhere interplanetary.

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