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New career, "Kerbal g-force tolerance multiplier."


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Hi all.  Starting a new modded career.  In the career-mode difficulty settings, under Advanced Options, I can toggle whether or not to recognize part g-force tolerance, part pressure tolerance, and kerbal g-force tolerance.  This last one, in addition to a toggle, also has a slider for the "multiplier" to how much they tolerance before G-LOC.

The default just-right-of-middle setting for what started as "hard" was 1.00.  Does this mean that a single-G acceleration would render them redded out?  Or is that a multiplier to whatever the baseline limit is, and if so, what is that baseline default limit -- is it the 15G that the navball gauge pegs at?  Does increasing this number increase game difficulty, thereby lowering the acceleration needed to cause in-flight issues?  The documentation doesn't provide any way to even articulate my questions.  Any constructive thoughts would be appreciated.

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Kerbals have a G-tolerance of around 5-6 G's. After some training and leveling up, this g-tolerance also increases to above 7. Maybe pilots have a higher tolerance by default? Anyway, YES that is a multiplier...so a lower multiplier would be more difficult, 0.50 would lead to kerbal passing out at 2.5G's(each Kerbal has an almost unique G-tolerance number)

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Pilots are higher by default. Veterans are higher by default. BadS kerbals are higher by default. It also increases a bit with "courage". And it increases with level, of course.

As far as "difficulty" goes -- you have tourists who you want to pass out (on a contract), and employees that you don't (if they are flying your ship). So it's a mixed bag.

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17 hours ago, bewing said:

As far as "difficulty" goes -- you have tourists who you want to pass out (on a contract), and employees that you don't (if they are flying your ship). So it's a mixed bag.

There are tourist contracts that fail if the tourists pass out from G forces. Then tourist high-G adventure contracts for atmospheric, suborbital, and orbital situations. 

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