![]() ![]() (And even that was pretty iffy.) My solution for an early game 5 Kerbal tourist transport was to replace the lower crew cabin with two Mk1 command capsules that are nose to nose. I also tried this but only got it to work with an extra Mk1 reaction wheel. But that is going to be hard! You'll need to keep everyone inside the 2.5 km physics distance bubble around the currently controlled craft or Kerbal.) (If that are non-tourists in the crew cabins then you can try to save more than just Jeb. Or you can be nasty and only save Jeb: have him exit the craft once the danger of overheating is over and then have him land with his personal parachute. (Yes, tourists cannot go on EVA but can crawl through a Klaw.) If Jeb is carrying around a load of tourists, then you can also only rescue Jeb at first, and then rescue the tourists when you have the Klaw unlocked. ![]() So my guess is that it's time for a rescue mission: park that craft in orbit and rescue the Kerbals with another ship (or ships). (Set SAS to "surface", "keep retrograde", then check the control inputs in the display at the lower left: if one of them seems like it is going to max out then increase thrust, continue until the parachute deploys then ditch the engine.) But a) that is not guaranteed to work, and b) with only 41 m/s vacuum dV left in orbit (and probably a terrier engine) I don't think you have enough fuel left. run the engine during the aerobraking at just enough thrust to keep everything straight. If you have enough fuel, you could try to keep the propulsion stage and use the engine gimbal to keep the whole craft straight. That gives the craft a curious waist but it works. ![]() Well, yes, without additional torque this just isn't controllable during reentry. I guess the aerodynamics of my ship does not help (module + 2 crew cabins). (*) Yes, we did have a question here why parachutes wouldn't deploy on the Mun. Try setting your PE to something between 20 km and 30 km, if that doesn't slow you down enough to land in the first pass, then you probably also don't have enough drag to survive the landing. My guess is that you either have too little drag in the way you go through the atmosphere - if you reenter pointy end first then don't be surprised if your craft imitates a lawn dart - or that you are reentering too steep and thus don't spend enough time in the atmosphere to slow down. That doesn't depend only on the speed but also on the air pressure, so a speed at which it is safe to deploy the chutes at 10'000 m is not necessarily safe at 1'000 m. The latter means that the craft is too fast for the parachutes to deploy. So I take it that you are not talking about landing on the Mun( ,*), and that the chutes are in the "not safe" condition all the time during your descent through the atmosphere. Hi, I'm trying to land a craft that's been orbiting Mun for some time, but the parachute (set to 0,01/1000) won't fire, not even a drogue chute - I end up crashing into water at around 340 m/s with chute icon saying Not Safe until the last second. ![]()
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