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It doesn't matter how you plan your course for now. Later they'll add reentry heat and it will matter.
Accidents happen especially when Kerbals are involved. Either live with the losses (you monster) or use unmanned probes for testing and learning purposes and switch to Kerbals later. Also if you end flight really quickly they'll reset and won't be killed.
The game eventually runs out of Kerbals and starts cloning them so he'll be back eventually. I'm on Jeb MK3 now. :)
You could also start a new game and he'll be back or edit the persistence.sfs (txt file) and edit the TOD variable (time to next respawn). Although I don't know to what value you'd set it.
usually my re-entries into kerbin atmo are done by putting either my AP, or PE side of orbit back below 60km...not by much just enough to begin re-entry. usually any kerbin orbit doesnt have the speed to require anything more then just a slight below 60km to capture.
however i have yet to master targeted landings, dont do much of those yet as most my stuff is either one way(out) or flight ended in some random location on kerbin surface...lol
my poor jeb has been stranded about 40km west of Space Center for ages now when his experimental space plane malfunctioned, luckily he was able to salvage the main cockpit and therefore are in constant communications with KASA specialists. most of his conversations entail "Im Bored!!!" or "when are you gonna re-DL mods n come rescue me?" but its better then not knowing...lol
btw, i have seen reincarnations of others, perhaps poor old jeb of yours lives somewhere else, out of your reach, and therefore happy...lmao ;)
I tend to use larger capsules, so I'll put a drogue-parachute on top, deploy that first, and once I've lost a bit of speed I deploy the main chutes. (I usually have three of those .. just in case I manage to lose one.) :)
If I have any fuel left I like to jettison the last stage with the engines still running a little. If I've had a good mission, I tend to do something stupid like separating, waiting a bit, deploying the chute, then the last stage catches up and collides with me like a bullet. If I jettison it with engines running I get to see them spiral safely off into the distance. Much more fun and safer. :)
But yeah, go for the ocean. It's pretty hard to land badly in the ocean.
if i give it enough thought and planning, and a bit of luck i can usually come within 5km of base, however theres still nothing ive found thats even remotely reliable for a rescue/recovery once safely back on land.
@TKO: bit of advice, if you simply reconfigure your staging just prior to chute deploy, being putting chutes as next activation, they will open just fine, right your ship, and happens to me everytime, due to the sudden jerk, it rips everything below the part where chutes are attached off, so if you placed chutes on com pod, you wouldnt have to worry about colliding with jettisoned engines(running or not). however i agree, watching wild engines sail away is quite fun :D
He is like a Terminator-Arnold in these regards ...
He´ll be back
:D