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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1506376 times)

BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10545 on: October 17, 2014, 11:24:43 am »

The time limit never made any sense. Just warp through every construction.
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Graknorke

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10546 on: October 17, 2014, 12:38:59 pm »

The time limit never made any sense. Just warp through every construction.
Launch windows. Time constraints on life support and stuff. Things like that.
So you can't just whip up a new specialised vehicle to solve a problem, you have to plan for that kind of thing in advance, or make do with what you have.
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BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10547 on: October 17, 2014, 12:43:09 pm »

I time warp to launch windows all the time and it's usually 100 days or more in advance.
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TheBronzePickle

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10548 on: October 17, 2014, 01:08:01 pm »

How exactly are you supposed to save a kerbal in orbit again? It says you're supposed to get them into the ship, but is that even possible if you can't control them?
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nogoodnames

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10549 on: October 17, 2014, 01:10:16 pm »

How exactly are you supposed to save a kerbal in orbit again? It says you're supposed to get them into the ship, but is that even possible if you can't control them?
You need to get within load range (2.5 km) of him, then you can switch to him with the [ or ] keys.
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TheBronzePickle

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10550 on: October 17, 2014, 01:19:50 pm »

Oh. I was trying to use one of the click menus, but it never worked.

Unfortunately, that entire flight had to be ditched, but at least I know for next time.
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IronTomato

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10551 on: October 17, 2014, 01:25:49 pm »

I'm thinking about downloading Real Solar System, which mod was the one you guys were talking about that adjusted fuel efficiency to go with it?
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BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10552 on: October 17, 2014, 01:31:05 pm »

I'm thinking about downloading Real Solar System, which mod was the one you guys were talking about that adjusted fuel efficiency to go with it?
Real Fuels

I know. The name makes no sense.
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nogoodnames

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10553 on: October 17, 2014, 01:39:36 pm »

RealFuels, which, as the name suggests, adds real life fuels along with some other realism tweaks. If you like that, you should also look at the Realism Overhaul Pack.

If that all seems a bit too complex, you can go into the resource definitions and increase the fuel densities so your rockets don't need to reach absurd sizes. This will make fuel heavier per unit, but each unit will burn longer so you won't need larger tanks. I've found that 3x stock works reasonably well.
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LoSboccacc

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10554 on: October 17, 2014, 03:53:24 pm »

I need help!!!

I have done a lengthy mission on minmus tied to 3 contracts, I am now getting back to the space center and have a save just out of atmosphere.

I have staged the capsule to have only a deployed chute and a heatshield.

problem is when I get to thicker air the chute deploy already broken (it pops out and doesn't even show)

I tried tweaking the min pressure so it opens lower, to no avail.

if it is damaged, what should I check in the persistence file? if it is not, which mod might conflict?

Spoiler: modlist (click to show/hide)

save here, ship is called 'long leg' (because of many booster on the bottom when launched)
http://pastebin.com/DkpAvBAZ



plz help :(
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Aseaheru

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10555 on: October 17, 2014, 03:59:08 pm »

I think you messed up.

I bet the reentry section is too heavy for them...
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LoSboccacc

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10556 on: October 17, 2014, 04:04:18 pm »

it's just the capsule.

update:
tested now putting chute in state STOWED, and it started packed, rearranged stages, staged at 10km altitude, chute opened directly to red :/
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Sean Mirrsen

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10557 on: October 17, 2014, 04:06:46 pm »

EVA a kerbal, repack the chute. Set it to open really high so that it goes red sooner, and you can EVA on a ladder without getting torn away by air drag.
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Aseaheru

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10558 on: October 17, 2014, 04:14:37 pm »

it's just the capsule.
What one, and what chute?
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LoSboccacc

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #10559 on: October 17, 2014, 04:25:12 pm »

ok it seems at closer inspection that one mod has f**** them up



(I waited to be closer to land and edited them deployed)

internet say:

http://bugs.kerbalspaceprogram.com/issues/2326

fixed, workaround is to set ACTIVE while under deploy altitude.

0.25 is annoying, between this and the EVA catapult.
« Last Edit: October 17, 2014, 04:34:57 pm by LoSboccacc »
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