Kerbal Space Program

Kerbal Space Program

Cursedth Mar 26, 2015 @ 4:01pm
Eject pilot.
I think it would be fair for the piloting Kerbal to have ejection seats (and a chute of course).

Also think of the tests that can be added then XD
Last edited by Cursedth; Mar 26, 2015 @ 4:01pm
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Syd Khaos Mar 26, 2015 @ 4:27pm 
Was a mod awhile back that added ejection seat functin to plane cockpits....but I think it stoped be kept up around 0.20 (could be wrong about this...).
Its not hard (though tends to look a bit off most cases) to mount cockpit on decoupler with couple of radial chutes. I know its not idea, but it works.
BlackWater Mar 26, 2015 @ 4:30pm 
Since I'm having ahem, a rather large amount of "fun" getting a stable plane I was ejecting the MK1 cockpit, but found two radial parachutes along the fusalage eliminates the need for that.
Syd Khaos Mar 26, 2015 @ 4:34pm 
Hahaha...I call those NTOVL jets......
thats Normal Take-off Vertical Landing =P
You can make jets small enough to be functional and just a couple of the Mk16 radials will land em soft as a feather...provided your high enough when ya pop em.
BlackWater Mar 26, 2015 @ 4:39pm 
I only have basic areodynamic (I know spelling) parts and only rocket engines, so my plane is acually a rocket plane, but I need SOMETHING to try and do these kerbal surface scans so i can move on to more science and better tech. One thing though, should COM be equal to COL? or am i doing this wrong? I don't mind lack of distance right now, but I seek a craft that is stable and doesn't need the capsule torqe engaged. If I can make it glide, engines will only give me increases in range.
Syd Khaos Mar 26, 2015 @ 4:45pm 
CoL should (in most cases) be just behind the CoM...and even with or above the CoM if at all possible, though this is not as critical.
BlackWater Mar 26, 2015 @ 4:48pm 
Originally posted by SydKhaos:
CoL should (in most cases) be just behind the CoM...and even with or above the CoM if at all possible, though this is not as critical.

AH! I was doing the exact opposite..
Cursedth Mar 26, 2015 @ 4:53pm 
Originally posted by BlackWater:
I only have basic areodynamic (I know spelling) parts and only rocket engines, so my plane is acually a rocket plane, but I need SOMETHING to try and do these kerbal surface scans so i can move on to more science and better tech. One thing though, should COM be equal to COL? or am i doing this wrong? I don't mind lack of distance right now, but I seek a craft that is stable and doesn't need the capsule torqe engaged. If I can make it glide, engines will only give me increases in range.

I think I just posted a craft you are looking for in VTOL topic.
Syd Khaos Mar 26, 2015 @ 4:53pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=414508675

This is how CoL & CoM should look for most jets...esp smaller ones.

That there is my superwasp....very short range, but fast as hell and stable enough I can fly it below 1000m at max throttle with no SAS one-handed with my yoke.
Cursedth Mar 26, 2015 @ 4:56pm 
Originally posted by SydKhaos:

This is how CoL & CoM should look for most jets...esp smaller ones.

That there is my superwasp....very short range, but fast as hell and stable enough I can fly it below 1000m at max throttle with no SAS one-handed with my yoke.

LOL clicking image to rotate it and look around, who is playing too much XD
Ottomic Mar 26, 2015 @ 5:05pm 
On topic, this[forum.kerbalspaceprogram.com] still seems to work (mostly). Check the later posts.
I think I know what you want. I know theres a mod called VGN (Vangaurd blah blah blah I forgot) And it extends to add ejection systems and parachute boxes.(Its a new fun EVA toy!) But Its very hard to try to make a custom stock ejection system.
Syd Khaos Mar 26, 2015 @ 6:30pm 
Originally posted by Rayheat:
I think I know what you want. I know theres a mod called VGN (Vangaurd blah blah blah I forgot) And it extends to add ejection systems and parachute boxes.(Its a new fun EVA toy!) But Its very hard to try to make a custom stock ejection system.

This is what I was talking about in prior post. I think it has not been updated since 0.20 or maybe 0.23. I could be wrong, but it was fairly popular when it was current, and usually always on first few pages of add-on release forums over at KSP site...and have not seen the thread come up in a very long time.

Its worth looking into though if you absolutly want ejecto-seato cuz =P
I could be in error, as its not a mod I use so could have missed somehting ya.
Originally posted by SydKhaos:
Originally posted by Rayheat:
I think I know what you want. I know theres a mod called VGN (Vangaurd blah blah blah I forgot) And it extends to add ejection systems and parachute boxes.(Its a new fun EVA toy!) But Its very hard to try to make a custom stock ejection system.

This is what I was talking about in prior post. I think it has not been updated since 0.20 or maybe 0.23. I could be wrong, but it was fairly popular when it was current, and usually always on first few pages of add-on release forums over at KSP site...and have not seen the thread come up in a very long time.

Its worth looking into though if you absolutly want ejecto-seato cuz =P
I could be in error, as its not a mod I use so could have missed somehting ya.
It works in .90 Infact I use it on most of my planes
El Rushbo Mar 26, 2015 @ 8:06pm 
Decoupler behind the cockpit, radial chute right on top. Enable Whack-A-Kerbal and take your fighter jet for a spin.
http://steamcommunity.com/sharedfiles/filedetails/?id=321453687
Although on one occasion I did manage to limp a plane home.
http://steamcommunity.com/sharedfiles/filedetails/?id=343346858
Lost a wing landing but I prevailed.
http://steamcommunity.com/sharedfiles/filedetails/?id=343346953
Manwith Noname Mar 26, 2015 @ 9:13pm 
Originally posted by SydKhaos:
Originally posted by Rayheat:
I think I know what you want. I know theres a mod called VGN (Vangaurd blah blah blah I forgot) And it extends to add ejection systems and parachute boxes.(Its a new fun EVA toy!) But Its very hard to try to make a custom stock ejection system.

This is what I was talking about in prior post. I think it has not been updated since 0.20 or maybe 0.23. I could be wrong, but it was fairly popular when it was current, and usually always on first few pages of add-on release forums over at KSP site...and have not seen the thread come up in a very long time.

Its worth looking into though if you absolutly want ejecto-seato cuz =P
I could be in error, as its not a mod I use so could have missed somehting ya.


Heh, you guys didn't notice Ottomic post a link to the thread for that mod no?

Edit:

Originally posted by Ottomic:
On topic, this[forum.kerbalspaceprogram.com] still seems to work (mostly). Check the later posts.
Last edited by Manwith Noname; Mar 26, 2015 @ 9:14pm
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Date Posted: Mar 26, 2015 @ 4:01pm
Posts: 23