Kerbal Space Program - Page 48
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Cyro
United Kingdom20274 Posts
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Jetaap
France4814 Posts
On April 01 2017 23:20 Cyro wrote: Today was a particularly productive day for the Kerbal SpaceX Program! https://www.youtube.com/watch?v=Q5rcO7g4z4s sick! | ||
Cyro
United Kingdom20274 Posts
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Broetchenholer
Germany1840 Posts
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felisconcolori
United States6168 Posts
That works with falcon style launchers in stock - the thing is you have to stay with the boosters all the way down until they're landed, and that might not work if you have multiple boosters coming back down after separation. | ||
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Spazer
Canada8028 Posts
I think people have also tried putting probe cores on their boosters, but I don't remember if that works. If you can get your boosters out of the atmosphere, but on a suborbital trajectory (with a parachute pre-deployed), I think it might survive. Obviously this is silly and horribly inefficient though. | ||
Broetchenholer
Germany1840 Posts
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Simberto
Germany11301 Posts
The game treats stuff in space as basically save, and assumes that something that you don't control will just burn up in the atmosphere. That is usually a good way of handling things to avoid having to track to many tiny broken parts that no one cares about, but in the specific case of landing boosters, is incorrect. Thus, you need either a mod to prevent stuff from despawning when it is to far away from you, or you need to make sure that the thing you want to land is outside of the atmosphere when you are more than 25 km away from it. It isn't relevant if it is a ship or a probe or even debris. Stuff sticks around while it is in space or while it is within 25km of you. | ||
nimbim
Germany983 Posts
You can notice the difference if you decouple your boosters in a (Pe) 30km-80km (Apo) orbit, the boosters will either be debris or probes, depending on the parts you've used. There is a hard cut-off here (maybe 25km on Kerbin), the vessel will be automatically "crashed" into Kerbin once it's inactive and below height x. | ||
Broetchenholer
Germany1840 Posts
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m4ini
4215 Posts
Anyone tried it? I had a "brief" break, purchased the addon/DLC yesterday for a fiver, and am currently trying to figure out why my landing gears seem to be made out of spaghettified pogosticks. Is anyone even still playing? | ||
Cyro
United Kingdom20274 Posts
1.6 should be an improvement over 1.5 but might still have the wonky legs/gear and ridiculously wobbly craft From april: | ||
m4ini
4215 Posts
Downside being that you can't really land them on "stock" landing gear but have to, as far as i can tell, make your own out of struts and steelbars etc. Well.. You can, kind of, if you manually set the dampening all the way to max, it does somewhat work. But nowhere near as well as it should, i don't really understand it either. Sadly, the now implemented DeltaV calculator etc doesn't even remotely work as a KER replacement, but i think for someone starting out, that'll do. Currently playing vanilla, but hoping that most importantly kerbal joint reinforcement is already updated so i don't need to look at these floppy noodles ascending anymore. | ||
Cyro
United Kingdom20274 Posts
You can, kind of, if you manually set the dampening all the way to max, it does somewhat work. But nowhere near as well as it should, i don't really understand it either. A friend of mine investigated a while ago and figured out that making the physics timesteps smaller (like running the game in 4x slow motion) eliminated most of the weird shit with legs so it looks like something that they've changed since 1.3.1 is making the physics engine misbehave in game breaking ways - conditions that used to give minor physics errors/inconsistency lead to legs and wheels snapping or teleporting around and craft being shredded. After like the 20'th touchdown at basically perfect 0m/s vertical speed where half of my craft snapped off i decided that i was done with that shit, 1.3.1 works fine ![]() | ||
m4ini
4215 Posts
So far it works though, for the most part. | ||
Solar424
United States4001 Posts
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