Repository navigation
Limits
Ishiaki edited this page Oct 21, 2026
·
2 revisions
- Two buildings. The assembly building and the hangar are the only buildings of the space centre with an inside (see the other buildings); the others' menus show a kerbal in front of a painted backdrop, or a picture.
- Nobody sees you. You have no body: looking down, there are no feet (your steps are heard since 0.3.0, made by the mod, as the game has none to use). The ground crew on foot make way for you (since 0.3.0: see How it works), but their trucks do not: one driven into you pushes you aside. Walking in from the space centre, a truck may be passing the doorway just in front of you.
- Only walking. Steps up to 0.3 m and slopes up to 50 degrees are climbed, as a kerbal would, and (since 0.3.0) the ladders a kerbal can climb; parts cannot be picked up, moved or used while walking. The editor's own keys do nothing until the walk ends.
- Outside, the editor's scene is a stage set. Through the doors one can walk out onto the crawlerway towards the launch pad, or onto the runway from the hangar, on the space centre's own ground; but the building one has just left has no outer walls in that scene (the game never needed them there): looking back from outside, the sky shows beside the door frame, and from further round the hall can be seen through where its walls would be. The walls still stop a walker.
- The assembly building's walls are measured, not exact: they are slabs laid where a camera saw the shell from the middle of the room, through a band from a quarter of a metre to three metres above the floor. Anything of the shell outside that band, or hidden behind something nearer the middle, is not there; so a walker could find a way out where the shell has an opening low down that is closed further out. None was found (two runs at the places a map showed as open were stopped).
- Up close, the floor is soft. At a kerbal's height the floor's painted texture, made for a camera tens of metres off, is seen from a metre away.
- The crew car goes out from the space centre onto the runway, as a craft launched from the hangar does. It is not put down beside a ship already in flight. Its driver is the first pilot free (or anyone free); with nobody free it goes out empty, driven by its probe core.
- The tug is only drawn. Its body has no colliders of its own: what meets the ground and anything else is still the stock parts under it, the RoveMate's box (smaller than the tug's body) and the four wheels. A kerbal on foot can walk into the tug's bonnet or its cab's posts, and bumps into the hidden box and wheel arms instead; the seat is boarded where the stock seat is, which is where the tug's seat is drawn.
- Its tyres are smaller than the wheels that carry it (0.55 m across against the RoveMax's 0.95 m: the game draws that wheel 1.25 times its written size, and rolls it so). They stand where the wheels touch the ground and roll at their pace, but over a sharp bump a tyre can dip into the ground or float over it by a few centimetres.
- Real sizes, small driver. The tug is drawn at the size of a real one; a kerbal is small, and sits in it on a child's booster seat, which brings its head up to where a grown-up's would be. Its hands stay where the game's seated pose holds them, at its sides on the booster's arms, just under the steering wheel; its feet do not reach the pedals. The steering wheel turns, but the kerbal's hands do not move with it. The doors do not open.
- The top speed is the motors', not a limit. Downhill the car rolls faster than its top speed, as any car would with its foot off the pedal; on the level it holds there. It is set for every crew car at once, on On Foot's page.
- Only the crew car is dressed: a vessel of exactly its parts, with "Crew Car" in its name. Renamed, it shows its stock parts. The beacon flashes whenever the lights are on; it has no switch of its own.
-
Tried by its author, through the game's remote control: the walking, the turning and the jumps were
driven by a script, and nobody has yet walked with the keys and the mouse. How fast the mouse turns the
view (
Mouse speed) is set from Unity's usual mouse axis and has not been tried by hand.