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Feedback #3378

Crewtransfer looks imperfect

Added by MalfunctionM1Ke over 9 years ago. Updated almost 8 years ago.

Status:
Needs Clarification
Severity:
Low
Assignee:
-
Category:
Gameplay
Target version:
-
Version:
Platform:
Any
Expansion:
Language:
English (US)
Mod Related:
No
Votes:
Arrow u r green
Arrow d r red

Description

Although the Crewtransfer is a very welcomed new feature, there are some logic-issues that I have with it and that would probably appear as imperfect or unfinished to other Players.

1) You can transfer Kerbals from one Pod through a single Docking Port into another Pod ("Pod" "outward facing docking port" "Pod")
You can not dock like this but you can launch a vessel like that and undock (split the craft in half) afterwards.
Kerbals should only be able to transfer into another Craft if they are both connected to each other with two outward facing Docking Ports.

2) Kerbals can transfer through Tanks, Pods that are full of Kerbals without empty seats, Girder-Sections out of Cubic-Octags.
Crew should only be able to transfer through a couple of parts like:
other pods
-mated docking ports
-Habitat modules (such as the hitchhiker container)
-Rockomax HubMax Multi-Point Connector
-Structural Fuselage
-Bi
/Tri-/Quad-Coupler
-Mobile Processing Lab

I know that KSP tries to keep a balance between realism and fun and that the fun-part outweighs the realism of-course.
But making some parts inaccessable does not kill the fun because you can still go on EVA and access the other Pod the old-fashioned way.

Hope you find this feedback usefull :)

Figure 1.jpg (288 KB) Figure 1.jpg Figure1 setup MalfunctionM1Ke, 10/20/2014 09:25 AM
Figure 2.jpg (374 KB) Figure 2.jpg Figure2 procedure MalfunctionM1Ke, 10/20/2014 09:25 AM
Figure 3.jpg (302 KB) Figure 3.jpg figure3 succesfull transfer MalfunctionM1Ke, 10/20/2014 09:25 AM
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History

#1 Updated by TriggerAu almost 8 years ago

  • Status changed from New to Needs Clarification

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