![]() So make sure chute is set to 1000 to open, don't stage it until you are below 200 m/s, and make sure it doesn't stage in space. If you set the chute to open at 500 now, the capsule will hit the dirt and explode. Now they open at 1000 meters, and it takes good 500 meters for the chute to inflate fully and slow down from terminal velocity of the capsule to terminal velocity with the chute. With 0.x versions the chutes opened at 500 meters and magically slowed the capsule almost immediately. Deploy a chute at 200 m/s, which is going to be 2000-3000m above the surface. When the chutes are like that (deployed in space) they deploy as soon as air starts to thicken, and then rip off. Yep the chute is deployed in that last shot (pale blue). Thanks for the help and feedback everyone. <- My first reentry since buying the alpha a long time ago. In looking at a staging wiki I suppose I should have seen this as it would be correct: So in checking my craft I inadvertently took a lot of screen shots on my final reentry. I've never had any real reason to use Steam's screenshot feature and didn't realize it was bound to F12. Nursed that damn thing though something like twenty aerobrakes and without power at the end, got plenty of game-time in (not really wasted though, it was for Science!), but all for naught. OK, then that flight was doomed from the start. You need to be below 250 m/s for even the drogue chutes to not get ripped to hell.Īh, staging issue. ![]() If you do it as part of a staging calamity, send an engineer on EVA to repack it. It stays packed until there's enough air to rip it out, off and to shit. When you activate that stage, you deploy the parachute. The parachute was activated due to being left in the last stage. It seems that it just pulled out on it's own accord, burnt away, and left the capsule to the hands of fate. I was still coming in hot at 30k when the chute suddenly deployed. Kerbal space program parachute burns free#Oh well, I'll probably go back to my last save after a reboot and try something else when I get some free time. Oh, and I couldn't reorient the capsule with no electricity? Is that normal? I got EV'd, let go, but I couldn't move him (I did check my keybindinds) so rather than risk the mission up with a possible foul up while outside, I grabbed the capsule and hopped back in. As noted above, I was going to have Jeb possibly push the damn thing into an earlier deorbit, but AP was Muns shadow and very dark. I'm not sure of my game had started to act up, but can you no longer maneuver when your electricity is dead? I had mono-propellant, but no electricity at the end. Stress overlay didn't show excess stress (thanks above for that suggestion), and it looks like I was going to make it, and wham, Kerbal Space Disaster rears it's ugly head. Finally getting down past 30K or so, still burning off speed, my parachute carries off, deploys, and burns right the hell up. It was a shallow approach so there was a protracted time of reentry. It's really annoying to have to sit through a 10 minute burn.Īfter what must have been twenty aerobreaking orbits I finally came in and dug deep enough into the atmosphere to finally have gravity win. I still think the stock game needs to let you kick off burns on ion engines with timeouts and then let you leave. In an older version I launched like 6 Ion Probes docked to a main craft that took them into Solar orbit and dropped them off to go their separate ways (this was before I understood anything about phase angle and transfer orbits to other planets). "Oh you wanted to level up your Scientist by himself? Hope you didn't want any kind of SAS for this flight, because only pilots know which switch on the console performs SAS." Actually it's a way to get SAS without a Pilot in the current version. I think basic MechJeb doesn't work (the one that basically just calculates dV and performs maneuver nodes etc for you). Whatever is attached to is controllable without crew. ![]() Or be able to chase down Jeb with the capsule if his MMU takes him too far. Place a probe core on an upper stage so you can still control it, to deorbit for example, after separation. As long as you put some kind of probe core on it, you can fly an empty command module. ![]()
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