https://wiki.kerbalspaceprogram.com/api.php?action=feedcontributions&user=Bobdood&feedformat=atomKerbal Space Program Wiki - User contributions [en]2024-03-29T12:41:28ZUser contributionsMediaWiki 1.29.0https://wiki.kerbalspaceprogram.com/index.php?title=Deep_Space_Kraken&diff=58704Deep Space Kraken2015-03-23T11:44:41Z<p>Bobdood: spelling fix</p>
<hr />
<div>The '''Deep Space Kraken''' was the name given by the community to a bug prior to {{version|0.17}}. The name ''Kraken'' comes from the [[w:Kraken|legendary deep sea creature]] that supposedly attacked and sometimes destroyed sailors' ships, a good analogy for "something" unexplainedly attacking and destroying players' ships. Since the original bug was fixed, "Kraken" has become a symbol for many bugs, which are often not related to the original bug. <br />
<br />
The Deep Space Kraken was a famous bug and is namesake of other bugs in Kerbal Space Program. It was removed with version 0.17. The bug could be triggered by moving at high velocities in the game. The cause was that KSP prior to 0.17 would move the ship in space, instead of moving space around the ship. The high velocities caused floating point errors in the code which caused parts to be slightly misaligned or misplaced on the ship which would in turn cause the physics engine to detect the parts breaking off or colliding.<br />
<br />
A fix was implemented in 0.17, involving offsetting velocity to the universe around the vessel meaning that the focused vessel will always be at a low speed. However, this caused a similar bug to appear, called the [[#Deep Space Cthulhu|Deep Space Cthulhu]], which can break apart ships when quickly switching out of high time accelerations (as of 0.17). Another side effect of this fix is that the Kraken can strike vessels which are passed closely and at very high speed, because the speed is offloaded to them instead of the active vessel.<br />
<br />
{{SpoilerBox<br />
|description=<br />
|content=One of the [[Easter Eggs]] in the game is a dead deep space Kraken that can be found on [[Bop]], the small rocky moon orbiting [[Jool]].}}<br />
<br />
== Fan-attributed Krakens ==<br />
This is a list of bugs that are attributed to the Kraken bug but are actually the result of physics glitches.<br />
<br />
=== General Kraken ===<br />
[[File:kerbalkraken.png|200px|thumb|right|The gyro kraken strikes a lone kerbal!]]<br />
'''General Kraken''' or '''The Kraken''' mainly occurs during interplanetary travel. General Kraken only breaks a few parts of a spacecraft which may then collide and result in explosions. The Kraken may also force parts slowly through each other and result in catastrophic explosion. Unlike the Cthulhu, the Kraken tends to attack when exiting the Map View and IVA mode. This Kraken was largely fixed much earlier in the KSP development, with a system officially named "krakensbane" which changed the reference point from Kerbin to the current vessel, thus reducing the rounding errors that started the chain reaction.<br />
<br />
=== Gyro Kraken ===<br />
'''Gyro Kraken''' is when a spacecraft will spin around and vibrate so intensely that the spacecraft will be obliterated. The rate of spinning is so extreme that it is impossible to be replicated manually. This is actually a bug with parts clipping through each other and colliding with each other, causing what is also known as 'ghost forces'.<br />
On occasion, it will appear as though something is hitting your craft at high speeds rather than just spinning out of control.<br />
<br />
=== Warp Kraken ===<br />
'''Warp Kraken''' is a bug that attacks Kerbals exiting spacecraft that have just come out of a high time warp. Upon contact with the surface the bug causes the kerbal to be shot out of the solar system at an insane velocity (possibly exceeding the speed of light) while destroying all spacecraft in the vicinity.<br />
<br />
=== Deep Space Cthulhu ===<br />
'''Deep Space Cthulhu''' is a fan-made term for a {{Version|0.17}} bug similar to the Kraken, except it only seems to attack when exiting high time warp speeds. Instead of adding phantom forces, Deep Space Cthulhu instead tends to detach parts from one another. In milder, yet more infuriating forms, Deep Space Cthulhu will instead detach small groups of engines, making it impossible to perform orbital burns. [[w: Cthulhu|Cthulhu]] is a cosmic entity from [[w:H. P. Lovecraft|H.P. Lovecraft]]'s novels, and bears a slight resemblance to a Kraken. It has been reported that Cthulhu can attack ships that are still on the launch pad when coming out of a high time warp.<br />
<br />
=== Wormhole Kraken ===<br />
The '''Wormhole Kraken''' has been reported to affect ships as they are leaving Kerbin's atmosphere. If there is a lot of weight below a decoupler (which is most likely also the center of mass), the rocket will clip through itself. While in Kerbin's low atmosphere, the bottom part of the link will start moving faster than the top due to the normal acceleration. Once the top of this broken part passes the actual top of the rocket, the entire rocket will obliterate itself, leaving no two pieces attached.<br />
<br />
=== Hell Kraken ===<br />
<br />
[[File:Dead kraken.png|thumb|The Hell Kraken]]<br />
[[File:Mun rover kraken.jpg|thumbnail|right|Mun rover loaded again after being affected by the hell kraken (v. 0.22)]]<br />
The '''Hell Kraken''' is a bug which was discovered during the 0.21 version. It seems to strike when a [[kerbonaut]] on [[EVA]] hits a celestial body's surface, causing the screen to turn black, with the UI remaining though. The altitude will remain at 2/3&nbsp;Mm which displays as "666,666&nbsp;m". As of version [[0.23]], the altitude GUI will display "666,666", and will change numbers rapidly like so: "666,666"-"555,555"-"444,444", etc.<br />
<br />
The [[navball]] also disappears, and when returning to the space center, the screen remains black and the game must be manually closed from the desktop. This kraken is particularly dangerous because when encountered on the surface of a planet, it causes all craft in the vicinity to be destroyed, and those left are shot out of [[Kerbol]] orbit. The log in [[Debug Toolbar]] shows "look viewing vector is zero". As of V0.90, the game may completely crash instead of freezing in this state.<br />
<br />
=== NaN Kraken ===<br />
The '''NaN Kraken''' is a bug which can only be evoked if the orbits of celestial bodies are altered, via a mod or the alteration of the game's code. If a ship is on the surface of a planet, and another planet is suddenly moved so that the craft is within its SoI, the sudden change in gravity will cause the craft to go towards the latter at incredible speeds, and will sometimes even go through a planet to accomplish this. Please note that the gravity of the second planet does not have to be greater as only one gravity source is allowed at any given time.<br />
<br />
=== Kore Kraken ===<br />
This bug was [http://www.reddit.com/r/KerbalSpaceProgram/comments/1pafeq/atlantis_base_located_800m_below_the_seas_of/ discovered] in KSP version 0.22. This type of Kraken will only occur when parts somehow manage to come to rest below the surface of the sea of Kerbin. When resumed some parts may not make contact with the ground and can actually float through the ground and towards the core of the planet. When the parts get near enough to the core of the planet, they will gain extreme speeds (about 97.8% of the speed of light) and shoot out towards infinity, not actually hitting the far side of Kerbin (likely because tick-based physics at high speeds can easily "miss" collisions) when they shoot out.<br />
<br />
=== 6 Death Kraken ===<br />
The '''6 Death Kraken''' attacks mostly during early launch stages. It strikes craft that are inside of Kerbin's atmosphere. Around 6,000 meters, at random, the craft will accelerate suddenly, blasting out of view. The trajectory will wobble extremely fast. The engine sound will become warped and robotic-sounding. It is impossible to recover from this form of the Kraken, as the craft is out of view and extremely likely to crash. You can save your Kerbal by going on EVA out of the ship and hope you survive. Reverting back to "Launch" or "VAB/SPH" may not fix it, as this Kraken will most likely strike again. The only way to vanquish this kraken is to re-install the game. The '''6 Death Kraken''' has not been confirmed in .24 or .25.<br />
<br />
=== Ass Kraken ===<br />
<br />
[[File:Asskraken.png|thumb|The Ass Kraken - the worst of them all]]<br />
The '''Ass Kraken''', discovered by forum user Clockwork13, is a rare kraken that occurs while loading quicksaves. It makes the screen get completely wiped out by those red fire particles that can be seen when [[Atmospheric entry|entering atmospheres]]. The screen then turns white, and the game needs to be manually closed. Once the game is restarted, all of ships will disappear except for EVAs and Flags. Occasionally debris in orbit around the sun will survive. When reopening the save, it says that the parts to just about all of ships are missing. This doesn't just affect ships but also affects the research. All archives go unharmed, but random parts go missing. The node is still researched, just a lot of parts require another entry fee to gain access to them again. There seem to be varying degrees of Ass Kraken, sometimes deleting parts and ships, and other times leaving them unharmed. This is probably the most devastating, but rarest kraken.<br />
<br />
=== Ghost Kraken ===<br />
The Ghost Kraken is a bug when entering time warp. The ship being controlled will bend until most of the parts have detached. Phantom forces will pull parts down to the planet until they crash into it. It is possible that when you reselect the ship's command pod the ship will duplicate itself and will be okay. It is impossible to time warp while being affected by this kraken because the parts are under acceleration.<br />
<br />
=== Map Kraken ===<br />
[[File:Map_Kraken_Strikes_Kerbin.png|thumbnail|Right|The Map Kraken - You screwed something up.]]<br />
Appears in 0.24 only in the map screen when switching directly to it the moment you get on the launch pad. The vessel will be destroyed and blasted through your map screen as you stand by, helpless to say a word. This is an 'Ultra-rare' Kraken and has not been able to be reproduced. (This may be due to the fact that the incident shown to the right occurred in the presence of mods.)<br />
<br />
===Kerbal Kraken===<br />
This Kraken occurs in 0.24 & 0.24.2 when the player attempts to edit save file configuration settings of the original three astronauts--or possibly all active astronauts--at any time, whether the game is running or not. If a player attempts to edit something in the .Persistent file in the save folder, the game will glitch, causing the player to be unable to access the VAB and SPH. The player can access Mission Control, R & D, The Tracking Station, and the Astronaut Complex; However, when attempting to return to the KSC screen, the screen becomes locked and stuck. The player can still click buttons and control some parts of the game, but cannot exit the current building or the save file. The only fix is to delete the affected save file. This Kraken is particularly dangerous because it requires you to delete the entire save file.<br />
<br />
In .90, a version of this Kraken can appear when you fire a Kerbal (even one who is MIA) if that Kerbal had completed an achievement (such as first flight, first Mun landing, altitude records, etc.). Editing the save file to add the Kerbal back in with the "Dead" status will allow the game to work normally while still freeing up the slot to hire another kerbonaut. There is a fix among the [http://forum.kerbalspaceprogram.com/threads/97285-KSP-v0-90-Stock-Bug-Fix-Modules-%28Release-v0-1-7d-6-Jan-15%29-Misc-Utilities-%2818-Jan-15%29 Stock Bug Fix Modules] that will prevent this bug from happening, but any save already hit by this will still need to be manually edited.<br />
<br />
===Space Center Kraken===<br />
This Kraken occurs rarely when you build a vehicle that extends beyond the VAB or SPH limits, upon leaving either It causes you to zoom in near the VAB, and freezes your camera control. It is difficult but not impossible to access the main menu from this state but the game must be restarted in order to access the save file in which it occurred again without this kraken appearing. This has only been observed in versions .24, and .24.2, and was reported by wiki user TJ McCaustland.<br />
<br />
===Launchpad Kraken===<br />
This Kraken occurs any time an exceptionally large spacecraft is placed on the launchpad in version 0.25. Once the craft has loaded, the weight of the spacecraft triggers the explosion sequence of the launchpad, destroying first the launchpad, and then breaking the craft apart and sending any surviving pieces flying in different directions. The remaining pieces can then destroy other facilities. This can be avoided by using Launch Stability Enhancers to elevate the heavy craft above the launchpad. This may not be an actual Kraken, rather a bug associated with version 0.25. Still, it's something to worry about.<br />
<br />
== Changes ==<br />
;{{Version|0.17|}}<br />
* (Bug fix) 'Off loading' velocity to the universe alleviated this problem, though it still exists in 'new' form.</div>Bobdoodhttps://wiki.kerbalspaceprogram.com/index.php?title=Extra-Vehicular_Activity&diff=58596Extra-Vehicular Activity2015-03-16T01:03:21Z<p>Bobdood: /* Changes */</p>
<hr />
<div>[[File:IconEVA.png|left|link=]][[File:Kerbal on jetpack.jpg|thumb|Kerbal on jetpack]]<br />
An '''extra-vehicular activity''' or '''EVA''' is an activity outside the craft. [[Kerbal]]s can leave the (relative) safety of their [[Command module|capsule]] and venture out into the world to perform maintenance tasks, perform [[science]], or simply go exploring.<br />
<br />
To start an EVA, open the exterior (default) view of a manned spacecraft by pressing {{Key press|C}} and then either left click on the capsule door or mouse over the images in the lower right corner and click the EVA button. To re-enter the capsule, approach the door and press {{Key press|F}}. The Kerbals can navigate outside their spacecraft by climbing [[ladder]]s, walking, or using their personal [[RCS]] jetpacks, which have a Δv of 600&nbsp;m/s RCS fuel that is completely restored upon entering a [[command pod]]. With {{version|0.23}} an EVA suit can carry 5 units of EVA propellant. Prior to that version the jetpack fuel was represented by an arbitrary percentage that did not correspond to any other resource. Along with the change [[monopropellant]] was meant to be deducted from the spacecraft's tanks and place a cap on any given mission's EVA capability. However, a bug prevents that deduction from taking place, so jetpacks can still be refueled an unlimited number of times.<br />
<br />
Jetpacking is impossible in more than 3.2&nbsp;m/s<sup>2</sup> gravity, excluding [[Kerbin]], [[Eve]], [[Laythe]] and [[Tylo]]. The largest planet on which the jetpack can lift a Kerbal off the ground is [[Duna]]. The engines of the jetpack have a thrust of about 270 newtons, which is slightly more than a quarter of the maximum thrust available by the stock [[RCS]] thrusters.<br />
<br />
A new version of the EVA suit has been announced. An image showing a fact sheet of the changes is already available.<ref>“[http://kerbaldevteam.tumblr.com/post/93338999759/a-closer-look-at-the-new-eva-suit-for-cinematics A Closer Look at the New EVA Suit for Cinematics]” on the dev blog</ref><br />
<br />
==Uses==<br />
[[File:Swimming Jeb.png|thumb|Jebediah is swimming and could perform experiments]]<br />
EVAs are useful for exploring the proximity of a craft; Kerbals on EVA can perform several useful actions by standing near certain objects. In [[career|career mode]] some activities can only be performed by a kerbonaut who has reached a certain [[experience|level in certain specializations]], or other improvement needed - this is indicated at the end of the description of the activity. The other game modes have no restrictions.<br />
<br />
These are the tasks that may be performed:<br />
*Repack a previously deployed parachute for another deployment ''(Right-click on parachute → Repack Chute)''.<sup>(Engineer level 1)</sup><br />
*Fix broken [[landing gear|landing leg]] ''(Right-click on leg → Repair Leg)''. For this to succeed the leg must be only mildly damaged; a leg which has exploded or detached from the lander cannot be recovered.<sup>(Engineer level 2)</sup><br />
*Fix broken [[rover]] wheels ''(Right-click on wheel → Repair Wheel)''. For this to succeed the wheel must be only mildly damaged; a wheel which has exploded or detached from the ship cannot be recovered.<sup>(Engineer level 3)</sup><br />
*Extend or retract solar panels ''(Right-click on panel → Extend Panel/Retract Panel)'', even panels on otherwise uncontrollable vessels, e.g. a probe that ran out of power.<br />
*Plant a [[Extend-o-matic Series A1 Deployable Flag]] (commonly called ''flag'') at their current position ''(Right-click on Kerbal → Plant Flag)''. This is only possible when the kerbal stands on the ground. Each kerbal is equipped with a single flag at the start of every EVA.<sup>([[Astronaut Complex]] upgraded to level 2)</sup><br />
*Remove a previously planted flag ''(Right-click on flag → Remove Flag)''. The flag goes into their inventory and may be replanted at a new location.<br />
*Read the plaque on a flag. While flags are listed in the [[Tracking Station]] and can be controlled and seen up close at any time, having a Kerbal in the vicinity is the only way to read the contents of their plaques.<br />
*Board any unoccupied [[command module]] or [[EAS-1 External Command Seat]]- not necessarily the one they launched on. Before version 0.25, EVA was the only way to transfer crew during a mission. However, in version 0.25, a system for transferring crew between crew modules on the same ship was added. Left click on the hatch and click the "Transfer" button next to the name of the Kerbal.<br />
*Produce an [[science|EVA report]]. Reports may be generated repeatedly during an EVA but only one may be returned to the ship for transmission at a time.<br />
*Gather a [[science|surface sample]]. Surface samples can only be taken when the kerbal swims or stands on the terrain of a celestial body, and only one may be returned to the ship at a time.<sup>([[Research and Development|R&D]] upgraded to level 2)</sup><br />
*Take the scientific results from experiments and store them in a [[command pod]]. When the part is only reusable with the [[lab]] this will block the part as well.<br />
<br />
==Controls==<br />
<br />
===Ground===<br />
<br />
When a Kerbal on EVA is standing on a solid surface, the {{Key press|W}}, {{Key press|S}}, {{Key press|A}}, and {{Key press|D}} keys move him forward, backwards, left, or right respectively. Note that this is relative to the camera, not to the Kerbal himself- he will turn to move in the requested direction. {{Key press|Space}} will make him jump, and holding down {{Key press|Shift}} will allow him to run. Kerbals can also swim in bodies of water or other liquids they encounter; the movement controls are the same as on solid ground.<br />
<br />
===Free fall===<br />
<br />
When a kerbonaut loses his footing, jumps, or releases his grip on a vehicle in zero gravity, he enters free fall. The controls function somewhat differently in this situation.<br />
<br />
Pressing {{Key press|R}} will activate the Kerbonaut's [[RCS]] jetpack. If he is in midair, he will attempt to automatically reorient himself to face in the same direction as the camera. The jetpack can also be activated while standing on the ground, and on bodies with sufficiently low gravity can launch Kerbals into the air for one-man VTOL flight.<br />
<br />
When a Kerbonaut with an active jetpack is freefalling, {{Key press|W}}, {{Key press|S}}, {{Key press|A}}, and {{Key press|D}} still move him, but rather than face the direction of his travel he rotates to face away from the camera whenever a key is pressed. {{Key press|Shift}} and {{Key press|Control}} will move him up and down. {{Key press|Space}} will also rotate him to match the camera direction.<br />
<br />
Additionally, left-clicking on a kerbal and dragging the mouse can be used to rotate the kerbal while on EVA.<br />
<br />
===Ladders===<br />
<br />
Press {{Key press|F}} to grab onto nearby ladders or other handholds (a prompt will be visible onscreen when the kerbal is in a position where this is possible). While holding on, use {{Key press|W}} and {{Key press|S}} to climb up or down, or {{Key press|A}} and {{Key press|D}} to transition to nearby perpendicular ladders. If the Kerbal is clinging to a [[command module]]'s hatch, pressing {{Key press|F}} will board the vehicle. Pressing {{Key press|Space}} while on a ladder will release the kerbonaut's grip, allowing him to fall or float away.<br />
<br />
Finally, pressing {{Key press|L}} will toggle the spacesuit's lights.<br />
<br />
==Trivia==<br />
* Kerbals can survive re-entry in [[EAS-1 External Command Seat]]s or floating on their own like anything else, since the game does not implement damage from atmospheric drag or heating. However, the jetpack does not have enough thrust to arrest their fall in [[Kerbin]]'s gravity so without additional equipment they will not survive hitting the ground. However, a glitch/easter egg (a glitch too funny to fix?) may cause a Kerbal hitting the surface of Kerbin (no confirmation in other spots) to BOUNCE. And this can be done reliably by letting the Kerbal hit the ground head-first.<br />
* According to the Kerbal Knowledge Base, a Kerbal on EVA masses 0.09 tonnes, but a vehicle's mass does not increase when a Kerbal boards it.<br />
* The jetpack can provide enough Δv to place a Kerbal into orbit from the surface of [[Minmus]] or a smaller body.<br />
* Before 0.25, EVA was the only way to transfer a [[Kerbal]] between cabins.<br />
<br />
==Gallery==<br />
<gallery><br />
File:Jetpack_disabled.jpg|Disabled jetpack<br />
File:Jetpack_enabled.jpg|Enabled jetpack<br />
File:Jetpack_boosting.jpg|Working jetpack<br />
File:EVAdev1.jpg|A dev picture of a Kerbal performing E.V.A<br />
</gallery><br />
<br />
== Changes ==<br />
;{{Version|0.23|}}<br />
*On EVA the results of experiments can be taken out.<br />
;{{Version|0.22|}}<br />
*Surface samples and EVA reports can be created on EVA.<br />
;{{Version|0.19|}}<br />
*Overhauled the Kerbal Face Expression System with new animations, which are also visible on EVA.<br />
<br />
;{{Version|0.18.4|}}<br />
*Fixed the EVA map icons not showing.<br />
*Fixed EVA light orientations.<br />
;{{Version|0.18.3|}} (Demo)<br />
*Fixed EVA light orientations.<br />
*Boarding a vessel from EVA no longer toggles the vessel's SAS state.<br />
<br />
;{{Version|0.17.1|}}<br />
*The Q and E keys can now be used to control yaw with the EVA Jetpack<br />
*Added a game setting to disable the automatic orientation when pressing any of the WSAD keys while jetpacking on EVA.<br />
<br />
;{{Version|0.17|}}<br />
*Implemented dynamic walk cycle blending for EVA Kerbals under G levels between 0.17 and 1G<br />
<br />
;{{Version|0.16|}}<br />
* Initial release<br />
* Added key and axis bindings for EVA controls. Reorganized the Input Settings screen a little.<br />
* Added 1:1 EVA rotation axes. Using them disables the automatic orientation system. <br />
* Added separate control bindings for walking and jetpacking on EVAs.<br />
<br />
== See also ==<br />
* {{Wikipedia}}<br />
<br />
== References ==<br />
<references /><br />
<br />
[[Category:Game interface]]</div>Bobdoodhttps://wiki.kerbalspaceprogram.com/index.php?title=Extra-Vehicular_Activity&diff=58595Extra-Vehicular Activity2015-03-16T01:02:35Z<p>Bobdood: Now it doesn't say you can get into Mun orbit with an eva suit.</p>
<hr />
<div>[[File:IconEVA.png|left|link=]][[File:Kerbal on jetpack.jpg|thumb|Kerbal on jetpack]]<br />
An '''extra-vehicular activity''' or '''EVA''' is an activity outside the craft. [[Kerbal]]s can leave the (relative) safety of their [[Command module|capsule]] and venture out into the world to perform maintenance tasks, perform [[science]], or simply go exploring.<br />
<br />
To start an EVA, open the exterior (default) view of a manned spacecraft by pressing {{Key press|C}} and then either left click on the capsule door or mouse over the images in the lower right corner and click the EVA button. To re-enter the capsule, approach the door and press {{Key press|F}}. The Kerbals can navigate outside their spacecraft by climbing [[ladder]]s, walking, or using their personal [[RCS]] jetpacks, which have a Δv of 600&nbsp;m/s RCS fuel that is completely restored upon entering a [[command pod]]. With {{version|0.23}} an EVA suit can carry 5 units of EVA propellant. Prior to that version the jetpack fuel was represented by an arbitrary percentage that did not correspond to any other resource. Along with the change [[monopropellant]] was meant to be deducted from the spacecraft's tanks and place a cap on any given mission's EVA capability. However, a bug prevents that deduction from taking place, so jetpacks can still be refueled an unlimited number of times.<br />
<br />
Jetpacking is impossible in more than 3.2&nbsp;m/s<sup>2</sup> gravity, excluding [[Kerbin]], [[Eve]], [[Laythe]] and [[Tylo]]. The largest planet on which the jetpack can lift a Kerbal off the ground is [[Duna]]. The engines of the jetpack have a thrust of about 270 newtons, which is slightly more than a quarter of the maximum thrust available by the stock [[RCS]] thrusters.<br />
<br />
A new version of the EVA suit has been announced. An image showing a fact sheet of the changes is already available.<ref>“[http://kerbaldevteam.tumblr.com/post/93338999759/a-closer-look-at-the-new-eva-suit-for-cinematics A Closer Look at the New EVA Suit for Cinematics]” on the dev blog</ref><br />
<br />
==Uses==<br />
[[File:Swimming Jeb.png|thumb|Jebediah is swimming and could perform experiments]]<br />
EVAs are useful for exploring the proximity of a craft; Kerbals on EVA can perform several useful actions by standing near certain objects. In [[career|career mode]] some activities can only be performed by a kerbonaut who has reached a certain [[experience|level in certain specializations]], or other improvement needed - this is indicated at the end of the description of the activity. The other game modes have no restrictions.<br />
<br />
These are the tasks that may be performed:<br />
*Repack a previously deployed parachute for another deployment ''(Right-click on parachute → Repack Chute)''.<sup>(Engineer level 1)</sup><br />
*Fix broken [[landing gear|landing leg]] ''(Right-click on leg → Repair Leg)''. For this to succeed the leg must be only mildly damaged; a leg which has exploded or detached from the lander cannot be recovered.<sup>(Engineer level 2)</sup><br />
*Fix broken [[rover]] wheels ''(Right-click on wheel → Repair Wheel)''. For this to succeed the wheel must be only mildly damaged; a wheel which has exploded or detached from the ship cannot be recovered.<sup>(Engineer level 3)</sup><br />
*Extend or retract solar panels ''(Right-click on panel → Extend Panel/Retract Panel)'', even panels on otherwise uncontrollable vessels, e.g. a probe that ran out of power.<br />
*Plant a [[Extend-o-matic Series A1 Deployable Flag]] (commonly called ''flag'') at their current position ''(Right-click on Kerbal → Plant Flag)''. This is only possible when the kerbal stands on the ground. Each kerbal is equipped with a single flag at the start of every EVA.<sup>([[Astronaut Complex]] upgraded to level 2)</sup><br />
*Remove a previously planted flag ''(Right-click on flag → Remove Flag)''. The flag goes into their inventory and may be replanted at a new location.<br />
*Read the plaque on a flag. While flags are listed in the [[Tracking Station]] and can be controlled and seen up close at any time, having a Kerbal in the vicinity is the only way to read the contents of their plaques.<br />
*Board any unoccupied [[command module]] or [[EAS-1 External Command Seat]]- not necessarily the one they launched on. Before version 0.25, EVA was the only way to transfer crew during a mission. However, in version 0.25, a system for transferring crew between crew modules on the same ship was added. Left click on the hatch and click the "Transfer" button next to the name of the Kerbal.<br />
*Produce an [[science|EVA report]]. Reports may be generated repeatedly during an EVA but only one may be returned to the ship for transmission at a time.<br />
*Gather a [[science|surface sample]]. Surface samples can only be taken when the kerbal swims or stands on the terrain of a celestial body, and only one may be returned to the ship at a time.<sup>([[Research and Development|R&D]] upgraded to level 2)</sup><br />
*Take the scientific results from experiments and store them in a [[command pod]]. When the part is only reusable with the [[lab]] this will block the part as well.<br />
<br />
==Controls==<br />
<br />
===Ground===<br />
<br />
When a Kerbal on EVA is standing on a solid surface, the {{Key press|W}}, {{Key press|S}}, {{Key press|A}}, and {{Key press|D}} keys move him forward, backwards, left, or right respectively. Note that this is relative to the camera, not to the Kerbal himself- he will turn to move in the requested direction. {{Key press|Space}} will make him jump, and holding down {{Key press|Shift}} will allow him to run. Kerbals can also swim in bodies of water or other liquids they encounter; the movement controls are the same as on solid ground.<br />
<br />
===Free fall===<br />
<br />
When a kerbonaut loses his footing, jumps, or releases his grip on a vehicle in zero gravity, he enters free fall. The controls function somewhat differently in this situation.<br />
<br />
Pressing {{Key press|R}} will activate the Kerbonaut's [[RCS]] jetpack. If he is in midair, he will attempt to automatically reorient himself to face in the same direction as the camera. The jetpack can also be activated while standing on the ground, and on bodies with sufficiently low gravity can launch Kerbals into the air for one-man VTOL flight.<br />
<br />
When a Kerbonaut with an active jetpack is freefalling, {{Key press|W}}, {{Key press|S}}, {{Key press|A}}, and {{Key press|D}} still move him, but rather than face the direction of his travel he rotates to face away from the camera whenever a key is pressed. {{Key press|Shift}} and {{Key press|Control}} will move him up and down. {{Key press|Space}} will also rotate him to match the camera direction.<br />
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Additionally, left-clicking on a kerbal and dragging the mouse can be used to rotate the kerbal while on EVA.<br />
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===Ladders===<br />
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Press {{Key press|F}} to grab onto nearby ladders or other handholds (a prompt will be visible onscreen when the kerbal is in a position where this is possible). While holding on, use {{Key press|W}} and {{Key press|S}} to climb up or down, or {{Key press|A}} and {{Key press|D}} to transition to nearby perpendicular ladders. If the Kerbal is clinging to a [[command module]]'s hatch, pressing {{Key press|F}} will board the vehicle. Pressing {{Key press|Space}} while on a ladder will release the kerbonaut's grip, allowing him to fall or float away.<br />
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Finally, pressing {{Key press|L}} will toggle the spacesuit's lights.<br />
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==Trivia==<br />
* Kerbals can survive re-entry in [[EAS-1 External Command Seat]]s or floating on their own like anything else, since the game does not implement damage from atmospheric drag or heating. However, the jetpack does not have enough thrust to arrest their fall in [[Kerbin]]'s gravity so without additional equipment they will not survive hitting the ground. However, a glitch/easter egg (a glitch too funny to fix?) may cause a Kerbal hitting the surface of Kerbin (no confirmation in other spots) to BOUNCE. And this can be done reliably by letting the Kerbal hit the ground head-first.<br />
* According to the Kerbal Knowledge Base, a Kerbal on EVA masses 0.09 tonnes, but a vehicle's mass does not increase when a Kerbal boards it.<br />
* The jetpack can provide enough Δv to place a Kerbal into orbit from the surface of [[Minmus]] or a smaller body.<br />
* Before 0.25, EVA was the only way to transfer a [[Kerbal]] between cabins.<br />
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==Gallery==<br />
<gallery><br />
File:Jetpack_disabled.jpg|Disabled jetpack<br />
File:Jetpack_enabled.jpg|Enabled jetpack<br />
File:Jetpack_boosting.jpg|Working jetpack<br />
File:EVAdev1.jpg|A dev picture of a Kerbal performing E.V.A<br />
</gallery><br />
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== Changes ==<br />
;{{Version|0.23|}}<br />
*On EVA the results of experiments can be taken out.<br />
;{{Version|0.22|}}<br />
*Surface samples and EVA reports can be created on EVA.<br />
;{{Version|0.19|}}<br />
*Overhauled the Kerbal Face Expression System with new animations, which are also visible on EVA.<br />
<br />
;{{Version|0.18.4|}}<br />
*Fixed the EVA map icons not showing.<br />
*Fixed EVA light orientations.<br />
*Boarding a vessel from EVA no longer toggles the SAS on the vessel.<br />
;{{Version|0.18.3|}} (Demo)<br />
*Fixed EVA light orientations.<br />
*Boarding a vessel from EVA no longer toggles the vessel's SAS state.<br />
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;{{Version|0.17.1|}}<br />
*The Q and E keys can now be used to control yaw with the EVA Jetpack<br />
*Added a game setting to disable the automatic orientation when pressing any of the WSAD keys while jetpacking on EVA.<br />
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;{{Version|0.17|}}<br />
*Implemented dynamic walk cycle blending for EVA Kerbals under G levels between 0.17 and 1G<br />
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;{{Version|0.16|}}<br />
* Initial release<br />
* Added key and axis bindings for EVA controls. Reorganized the Input Settings screen a little.<br />
* Added 1:1 EVA rotation axes. Using them disables the automatic orientation system. <br />
* Added separate control bindings for walking and jetpacking on EVAs.<br />
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== See also ==<br />
* {{Wikipedia}}<br />
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== References ==<br />
<references /><br />
<br />
[[Category:Game interface]]</div>Bobdood