Kerbal Space Program

Kerbal Space Program

How do I get my Kerbals to move between modules?
Hello all,

I started out building my mun ship with the moon lander module and added the command module/return capsule later on ontop of it. When I got into orbit, I decided I wanted to do a dry run in Earth orbit to test the chutes ect as first step. My question is this: How do I get my Kerbals to move from the lunar lander module into the command module so that when I seperate them they will be in the one that actually survives re-enter?
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Showing 1-15 of 17 comments
Rhadamant Apr 9, 2014 @ 1:12am 
If I am reading correctly, EVA.
Last edited by Rhadamant; Apr 9, 2014 @ 1:14am
daniu -TLG- Apr 9, 2014 @ 1:21am 
If two command modules are docked directly with each other, I think it's also possible to transfer them without EVA; I haven't done that myself but it says in the Clamp-o-Tron Jr. that it "only allows transfer of resources, not Kerbals" so I think the Non-Jr does allow that.

Again, haven't done it myself, but I'd guess it works like fuel transfer; select the first pod, then select the second one with Alt key pressed.
Its strange, I don't know if its a bug or something, but when I click on one of my kerbal's IVA then click on the docking clamp connecting to the command module, he enters the command module and I can see his view from inside the command module, but when I press C he goes back into the lunar module before the view exits out... and I can't seem to figure out how to get him to stay in the command module.
siztem Apr 9, 2014 @ 1:42am 
Originally posted by Rhadamant:
If I am reading correctly, EVA.

I concur with this statement.

it does seem a little silly that they don't have the ability to attach modules and climb through them similar to how pretty much all human spaceflight has done it,

but as for KSP, right now you just gotta go EVA
siztem Apr 9, 2014 @ 1:43am 
Originally posted by cloudwasher:
... so that when I seperate them they will be in the one that actually survives re-enter?

and just for accuracy's sake, pretty much -everything- except for solar panels will survive re-entry

it's the landing that will kill you
Ottomic Apr 9, 2014 @ 1:45am 
Originally posted by cloudwasher:
Its strange, I don't know if its a bug or something, but when I click on one of my kerbal's IVA then click on the docking clamp connecting to the command module, he enters the command module and I can see his view from inside the command module, but when I press C he goes back into the lunar module before the view exits out... and I can't seem to figure out how to get him to stay in the command module.

EVA = Extra Vehicular Activity. IVA = Intra Vehicular Activity.

(If you click "IVA" you'll see the view from inside the cockpit. It's the other button)

You can also put your kerbals in EVA by hovering your mouse over the crew hatch in your module, left clicking it and selecting "EVA" next to the kerbals' names.
siztem Apr 9, 2014 @ 1:57am 
Originally posted by Ottomic:

EVA = Extra Vehicular Activity. IVA = Intra Vehicular Activity.

(If you click "IVA" you'll see the view from inside the cockpit. It's the other button)

You can also put your kerbals in EVA by hovering your mouse over the crew hatch in your module, left clicking it and selecting "EVA" next to the kerbals' names.

I concus with this statement as well.

A lot of KSP is just screwing around with it and finding out what's what. The difference between EVA vs IVA should be made clear as day in the game, but alas it's not right now.
I know theres the EVA route, but I was wondering if there was an IVA way to do it... I guess I should've been more succinct in my wording. When I click on the IVA, and Im the kerbal inside and move the mouse around to where hes looking at the docking clamp to the command module and click on it, the view changes. He's then got the view from inside the command cockpit, but when I try to exit out of the IVA view and keep him inside the command module, it always has him back in the lunar module when I click on his IVA again.

I was wondering if there was any way to make him stay in the command module?
daniu -TLG- Apr 9, 2014 @ 2:12am 
A short Google gives
If you're playing the vanilla game, the only way to do this is the hard way: go EVA, turn on the jetpack, fly to the other hatch and climb in.
Source[forum.kerbalspaceprogram.com]

EVA is currently the only way to move kerbals between craft, or between different positions on the same craft, during a mission.
Source[wiki.kerbalspaceprogram.com]

And a mod.[kerbalspaceport.com]
Last edited by daniu -TLG-; Apr 9, 2014 @ 2:12am
siztem Apr 9, 2014 @ 2:13am 
it's all good; this is a pretty complex game with a number of nuances. i mentioned in another thread how i've spent a number of nights nerd-raging on the official KSP forums because of how frustrated i was with the game (nevermind transferring kerbals between spacecraft).

what you're describing is something that should be included in the most basic tutorial. because when you go IVA, you're looking around the cockpit through one of your kerbonauts eyes. it's super easy to get there, but there isn't much explination on how to get out besides googling it.

the way to get out of IVA mode is by pressing C

yup. simple as that.

C changes your camera mode. C, for Camera.

I spent a whole day trying to figure that one out.

ultimately though, right now the only way to transfer kerbonauts from one module to another is to EVA them. and you have to make sure there are enough open seats in the return vehicle, otherwise some (if not all) of them are doomed.
Langkard Apr 9, 2014 @ 3:55am 
The mod linked to above by daniu -TLG- is what I use to move Kerbals about on my stations and ships. It's called Kerbal Crew Manifest. You can transfer any or all of your Kerbals from one crew-capable module to another, as long as you have room in that module. Much more like a real space program than constant EVA's to move about a space station. The mod also lets you change your Kerbals' stats (courage and stupidity), generate new Kerbals and even give your new Kerbals the orange veteran spacesuit, like Bob, Bill and Jeb wear.
I'm Ant Apr 9, 2014 @ 4:41am 
Crew manifest mod
Bomoo Apr 9, 2014 @ 8:01am 
Internal crew transfer is not yet implemented, but there are mods.
dunbaratu Apr 9, 2014 @ 4:16pm 
While crew manifest is a useful mod for this, I find it a bit annoying that it makes things easier than they should be. It allows transfer between ANY crew containers, regardless of how they're connected. There should be checks for finding a path between them that is traversable before allowing it. i.e. a kerbal can't pass through a girder to end up in another module, but could pass through a fuselage section to end up in another module.
Ottomic Apr 9, 2014 @ 4:23pm 
...just to make sure, you know EVAs are infinitely easier if you press "R" and maneuver around with the EVApack, right?

You probably know that, but never hurts to make sure.
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Date Posted: Apr 9, 2014 @ 1:01am
Posts: 17