• 0
Sign in to follow this  
Gargamel

High G tourists!?!?

Question

I just got offered two contracts to make tourists pass out from High G loads.

Now, I usually stay as far away from G loc as possible, limiting my vessels to 2g's, and I haven't really touched a plane in this save, but I still don't do High G manuevers.    

Any suggestions on doing this without going through a lot of tests pilots? 

Share this post


Link to post
Share on other sites

Recommended Posts

  • 0

Those G-LOC contracts are situation-specific. "In flight" is pretty easy to do. "Suborbital" is pretty easy. "Orbital" is quite hard.

Also, you need to limit the load. Either 2 or 3 kerbals at a time is probably going to be your limit. Above that and it's too hard to generate big enough forces.

 

Share this post


Link to post
Share on other sites
  • 0

Well, it would really help if my G tolerance wasn't cranked to 6x in the settings......

I had just never seen one of these before, and I hadn't seen one mentioned in the forums either...

But I just launched a pod with a bunch of fleas attached, got it suborbital, and as it neared apogee, fired them off.   Reversed it's 'orbit' in about 3 seconds.  That did it. 

Edited by Gargamel

Share this post


Link to post
Share on other sites
  • 0

I stick 'em in a capsule with a cluster of SRBs under it, add a chute, then remove most of the fuel. It only goes up a few hundred meters, which is good enough for the in-flight contract. 

Share this post


Link to post
Share on other sites
  • 0

Yeah, having go to lengths to give all my kerbals a smooth and safe ride (perma-death, part failures, Life support to add challenge), I had just never considered going in the opposite directions.

These kerbals are a bunch of sick puppies I'll tell you what.... 

Shoulda done one of the rides from IVA....

Share this post


Link to post
Share on other sites
  • 0

What I do is launch STRAIGHT up 100,000m and come STRAIGHT down, in a pod sufficiently light to quickly reduce to parachute velocity plus a heatshield for survival.  The 2-man airplane tube works well for this purpose if you can convince it to face the right direction on re-entry.

However, I no longer take these missions because in 1.3.1 at least the contract will not be fulfilled when they pass out.

Edited by Corona688

Share this post


Link to post
Share on other sites
  • 0

For in flight ones, I use the 2-seat passenger tube on top of a reduced-fuel Hammer SRB with a pile of oversized separatrons firing in the next stage once I'm climbing & pointed in a safe direction.  I frequently get them to pass out twice - once on boost & again when the chutes open.  I can turn a small profit off of a single passenger in hard career with my design.  For suborbital, I basically added a small booster below the in-flight rig to loft it above 70km.  I've not actually messed with orbital ones.  Never had an issue with either 1.3.1 or 1.4.3 though.

Share this post


Link to post
Share on other sites
  • 0
2 hours ago, Corona688 said:

What I do is launch STRAIGHT up 100,000m and come STRAIGHT down, in a pod sufficiently light to quickly reduce to parachute velocity plus a heatshield for survival.  The 2-man airplane tube works well for this purpose if you can convince it to face the right direction on re-entry.

However, I no longer take these missions because in 1.3.1 at least the contract will not be fulfilled when they pass out.

Normal tourism contracts are not supposed to be paid if the tourists pass out. But the high-g contracts demand that the tourists pass out. Are you saying that if you fulfill the required demands of the contract that it automatically means they don't pay out?

Share this post


Link to post
Share on other sites
  • 0

You can't do both types of tourism contract on a single flight, is what it means.

 

Share this post


Link to post
Share on other sites
  • 0

I kinda want a career game now, just to do these contracts.

Share this post


Link to post
Share on other sites
  • 0

Try an extremely steep dive in a plane, thats how NASA does it in the "vomit comets". Or try a rocket (which is how I do tourist contracts) but instead simply accelerate a little more during descent. OR do the parachute method, but I don't advise this as its very likely you will snap the parachutes.

Ill make you a craft file for a Vomit comet in KSP ;}

Share this post


Link to post
Share on other sites
  • 0

@Gargamel I think you may have accidentally created a challenge here.  "Make X number of kerbals pass out at 6x tolerance without leaving the atmosphere."

This is proving difficult.

screenshot3.png

screenshot6.png

screenshot10.png

643screenshot0.png

Edited by Geonovast

Share this post


Link to post
Share on other sites
  • 0

You need more wing. And not those crappy swept wings, either.

 

Share this post


Link to post
Share on other sites
  • 0

Recommendation: A good TWR and abuse of control surfaces at extreme leverage points on a very strong lift surface
Or... just abuse control surfaces... x]
57Tt25X.png?1

Share this post


Link to post
Share on other sites
  • 0

Pass-out missions can be beaten by flying in a tight banked horizontal circle... (e.g. around the flagpole.)

A pair of juno engines should provide sufficient power :)

Share this post


Link to post
Share on other sites
  • 0
11 hours ago, Corona688 said:

However, I no longer take these missions because in 1.3.1 at least the contract will not be fulfilled when they pass out.

I'm playing 1.3.1, and they completed just fine. 

Edited by Gargamel

Share this post


Link to post
Share on other sites
  • 0
5 hours ago, bewing said:

You need more wing. And not those crappy swept wings, either.

 

But they look cool. ;.;

Share this post


Link to post
Share on other sites
  • 0

For high G contract, I usually slap a bunch of wings (more is better, to increase drag) on crew cabin, a lot of reaction wheel, and using the most powerful (preferraby uncontrollable) engine that I can find (usually vector, bunch of SRBs, etc.). Then fly normally at level flight before igniting the G engine. Get to the highest mach possible (preferrably mach 5 or 7+) before suddenly pulling up. The tourists should be passed out because of that (note: I'm using drones for this, I don't want my kerbal passing out too). An easier way to do this is by re-entry. get the steepest re-entry angle with a lot of drag-inducing parts slapped on a capsule

But the hardest type of high G contract that I ever get is the one where I'm supposed to make them pass out IN ORBIT. Either my craft goes on suborbital (failing the mission) or escape trajectory (also failing the mission). If anyone knows how to make them pass out while in orbit, I'd like to know how

Share this post


Link to post
Share on other sites
  • 0
11 minutes ago, ARS said:

For high G contract, I usually slap a bunch of wings (more is better, to increase drag) on crew cabin, a lot of reaction wheel, and using the most powerful (preferraby uncontrollable) engine that I can find (usually vector, bunch of SRBs, etc.). Then fly normally at level flight before igniting the G engine. Get to the highest mach possible (preferrably mach 5 or 7+) before suddenly pulling up. The tourists should be passed out because of that (note: I'm using drones for this, I don't want my kerbal passing out too). An easier way to do this is by re-entry. get the steepest re-entry angle with a lot of drag-inducing parts slapped on a capsule

But the hardest type of high G contract that I ever get is the one where I'm supposed to make them pass out IN ORBIT. Either my craft goes on suborbital (failing the mission) or escape trajectory (also failing the mission). If anyone knows how to make them pass out while in orbit, I'd like to know how

Would doing your G engine burn Normal or Antinormal help?  Should be  a lot harder to accidentally hit escape velocity that way.

 

Rather disappointed that this does not work.  Even after exploding, the cabins reported max G of 0.0G :(

40bscreenshot13.png

Share this post


Link to post
Share on other sites
  • 0

What if you made a ground centrifuge that didnt take off at all, but used the reaction wheels and solar panels to spin fast, but its on wheels so it won't go flying away.

Share this post


Link to post
Share on other sites
  • 0
17 minutes ago, Lego_Prodigy said:

What if you made a ground centrifuge that didnt take off at all, but used the reaction wheels and solar panels to spin fast, but its on wheels so it won't go flying away.

Wouldn't matter.  Rotation doesn't affect G forces on the kerbals.  Notice the bars in the SS are empty even though that thing is spinning at like a billion rpm.

Share this post


Link to post
Share on other sites
  • 0
5 hours ago, Geonovast said:

Would doing your G engine burn Normal or Antinormal help?  Should be  a lot harder to accidentally hit escape velocity that way.

What makes it difficult here is the way KSP apply G-forces to kerbals. The G-force will only apply in-flight if there's a sudden deceleration. On atmospheric type contract, this is easy since after getting mach 5 or 7+, you can just pitch up and the sudden deceleration is almost guaranteed to pass up any kerbal inside. The same could be said in suborbital type contract, since it's natural for returning crew capsule to experience massive deceleration from orbital velocity the moment they hit the atmosphere. The hardest is the one that requires you to make them pass out "in orbit" (emphasis on that). If I'm just burning on a single direction in orbit, it won't create any G-force, and since there's no atmosphere, the only way to do this is by firing up the engine on the opposite direction. If I'm going to use prograde/retrograde, normal/antinormal or radial in/out direction, then it's either it's hitting escape velocity (so it doesn't count as "in orbit") or decelerated into suborbital trajectory (also doesn't count as "in orbit"). No matter what, inducing deceleration in orbit requires the craft to decelerate, since there's no atmosphere for pitching up. And any deceleration in orbit can easily change the craft's trajectory (because any orbit direction change to pass out a kerbal will make the trajectory goes briefly suborbital and the G-force peak during deceleration is when you hit 0 velocity relative to orbited celestial body, once you gain velocity on opposite direction, the G-force bar on kerbal depletes)

I think the real problem is how the system doesn't seem to know what's the limitation of the game world. In real life, pilots can go blacked out just by flying fast enough because there's a G-force applied to them. Kerbals? meh... It's extremely rare for kerbals to experience G-force just by flying too fast (remember, they survived re-entry without capsule and occassionally still lived to tell the tale). They are ridiculously resistant to G-force. The problem is, the contract seems to overlook the fact that Kerbin's gravity is too weak to induce a deceleration with a G-force sufficient enough to pass out a kerbal without changing the orbit into escape trajectory or suborbital flight. I do managed to make them passed out, but that usually happens after my orbit goes escape/ suborbital trajectory, so it doesn't count. If only the celestial body that's used has stronger gravity (Tylo, Eve, Jool), then it might be possible to pull this off

Share this post


Link to post
Share on other sites
  • 0
20 hours ago, mikegarrison said:

Normal tourism contracts are not supposed to be paid if the tourists pass out. But the high-g contracts demand that the tourists pass out. Are you saying that if you fulfill the required demands of the contract that it automatically means they don't pay out?

The contract didn't void itself, but didn't complete either.  They work for other people though, so I guess just a glitch.

Share this post


Link to post
Share on other sites
  • 0
3 hours ago, Corona688 said:

The contract didn't void itself, but didn't complete either.  They work for other people though, so I guess just a glitch.

Maybe there was some subtlety in the conditions of the contract that you failed to notice. There can also be issues with mods sometimes -- for a while many of the Near Future crewed parts did not work to satisfy tourism contracts because of a technicality in how the parts were defined.

Share this post


Link to post
Share on other sites
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this