Kerbal Space Program

Kerbal Space Program

CmdThor 2016 年 7 月 17 日 上午 2:09
MkI Inline cockpit only has crew hatch on front/rear??
I am trying to understand the rocket science behind this lol. If it's intended to be positioned "inline" with the fuselage, then how are they supposed to enter or exit from doors that are blocked by other parts of the fuselage. (I tried to move from that cockpit to the adjacent main cockpit but it would not allow any choices once the main cockpit is empty (except to turn on lights). It seems most every inline part blocks the doors, except the empty fuselage section. And they can egress into there but still cannot exit the craft. I am having to put this at the very tail of the aircraft so the scientist can EVA for soil samples. How do you guys use this? Thanks for any tips.
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Melfice 2016 年 7 月 17 日 上午 2:17 
Mk1 Inline cockpit certainly has a hatch on the side.
You do mean this one, yes? http://wiki.kerbalspaceprogram.com/wiki/Mk1_Inline_Cockpit
Magnaheim 2016 年 7 月 17 日 上午 6:30 
引用自 RoofCatA
you should be able to move crew to main cockpit and then exit anyway. Though you can't play two kerbals at once. So you probably have to go back to KSC first or something like that. You definitely can move kerbonauts between places even through small battery packs conecting ships or from a ship catched with advanced grabbing unit (greedy "rescue from orbit" with parts included solution). Everything works. No mods.

I use MK1 Crew CABIN which has no side doors all the time for rescue (tourist, XP...) missions due to small weight. First transfer pilot from command pod to cabin, EVA rescue other, put him in command pod, transfer to crew cabin, transfer best pilot back to command pod. Need one extra space to make those movements, can't switch instantly both. Which is correct imo. Or just grab and land as it is without transfering. Or just transfer through grabbing unit straight to the cabin. A bit tricky to balance, but just a bit. Have done even with huge, aerodynamicaly active MK2 cockipts with the same simple rescuer built at start.

You can also make craft without command pod and thus leave one end open. Lightweight craft for two kerbonauts to fly and exit. Just add probe somwehere (docking jr on side?). I attach one to every ship no matter what. In case some scientist has to fly it at some point. Like when rescuing two at once.

I use the original Mk1, and a 2man cabin. I then put a probe body in there, and I save rescue missions till I have 3 nearby. I so far have avoided the missions to return the entire ship-debris.

In other words, to answer OP, I don't use the inline cockpit generally. I kinda like the open nose of the original pod, good for Parachutes, small probe bodies/batteries, whatever.
最后由 Magnaheim 编辑于; 2016 年 7 月 17 日 上午 6:32
maj.solo 2016 年 7 月 17 日 上午 8:30 
It is as they say, use the transfer crew option. Make sure you have one extra seat so that the pilot dont need to EVA to get the other kerbonaut into the ship. Saves a lot of time. make sure the ship is still before you switch to the kerbal to be rescued. Tough if he gets to your ship and it is rotating. Even if the ship is rotating slowly it becomes difficult with all the SHFT CTRL W A S D and F and B so he can get in while it is rotating. I always were impressed by that scene in movie 2001 where they land into a rotating station.

Question, I seen people have made rotating space stations, have they docked too while rotating?? :steamhappy:

As soon as you have the probe parts named HECS or OKTO ... dont know I always use HECS it is smart enough. Then you can fly a unmaned mk1 capsule and rescue the kerbal. I used the Mk1 capsule followed by 5 - 7 of those inline 2 seat thingies. And for that I may use pilot. But when rescue missions are for weird orbits ... not rotating around any planet or moon and at silly angle I use tiny tiny unmaned HECS control probes to go and chase those kerbals.

HECS is smarter then OKTO. Cause the kerbal u rescue have no skill and it is you who are flying anyways.
最后由 maj.solo 编辑于; 2016 年 7 月 17 日 上午 8:32
nashiem 2016 年 7 月 17 日 上午 11:02 
isnt front/rear an oxymoron???
Melfice 2016 年 7 月 17 日 上午 11:50 
引用自 nashiem
isnt front/rear an oxymoron???

Nope.
Not by itself, nor in context.
Toastie Buns 2016 年 7 月 17 日 下午 2:33 
I always saw it as a neat little airlock for stations. Shows what I know.
andylaugel 2016 年 7 月 17 日 下午 7:01 
The canopy of the Mk1 Inline Cockpit is just like a hatch. You can click on it to bring up EVA and transfer crew options. You can go on EVA, grab onto the built-in ladder on the sides, and use the 'B' key to board when near the canopy. The ladder is a little short though, so expect to add some ladders to get in and out while on Kerbin or other high-gravity locations.
CmdThor 2016 年 7 月 17 日 下午 7:05 
引用自 All out of gum
Mk1 Inline cockpit certainly has a hatch on the side.
You do mean this one, yes? http://wiki.kerbalspaceprogram.com/wiki/Mk1_Inline_Cockpit

Hi gum. Yes, that is the one. Where do you see a hatch on the SIDE? There is not one visible on the side. Look at the image you linked. There are only hatches on the two ends (which can't be used to EVA directly).
Teotwawki 2016 年 7 月 17 日 下午 7:25 
I blocked the ends to the Mk1 cockpit, and EVA'd to the ladder on the side, no problem.

http://steamcommunity.com/sharedfiles/filedetails/?id=726678810

http://steamcommunity.com/sharedfiles/filedetails/?id=726679141
CmdThor 2016 年 7 月 17 日 下午 7:29 
Ahhhh, I got it figured out thanks to Roof, Solo, Andy, and all. It was a matter of knowing about the switch kerbal/active ship keys( [ and ]). After I EVA'd my pilot, I was only getting the choice to turn on lights, nothing else. You have to switch active control to the other kerbal and I didn't know about that. Thanks guys!
maj.solo 2016 年 7 月 17 日 下午 11:33 
Yes and I also am amazed when using the transfer crew option is used how the kerbals can move around. There is no limitation. You can have the crew cabins anywhere and they can transfer to any module even if fuel tanks and other stuff is in the way.

You can have a fuel tank on the side and attached with a decoupler and have a crew cabin on that and can get to it. They can transfer to any parts of a structure docked together by docking port or the claw.

But I still try build ships that look like they would work IRL.
Teotwawki 2016 年 7 月 18 日 上午 12:14 
@maj.solo

Connected Living Space mod can remove the "crew teleporter" ability, if interested.
http://forum.kerbalspaceprogram.com/index.php?/topic/109972-113-connected-living-space-v1220-07-jul-2016-customize-your-cls-parts/
This mod identifies areas within a vessel that can be crewed by Kerbals and through which kerbals can pass internally to reach other parts that can be crewed.
Toastie Buns 2016 年 7 月 18 日 上午 5:58 
What would be the point of that mod? You'd just build around crew units being snapped together. May as well just play that way...
Teotwawki 2016 年 7 月 18 日 上午 10:08 
To the OP: Sorry for becoming involved in cluttering your thread with answering off-topic posts.
最后由 Teotwawki 编辑于; 2016 年 7 月 18 日 下午 10:54
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发帖日期: 2016 年 7 月 17 日 上午 2:09
回复数: 19