jpinard

Do you play with G-Force and Pressure Limits on?

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And if you do how hard is it?

Is there some way to mod my save if I start with it on and want to remove it?

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I do, it's not overly difficult.  Just takes some getting used to.  It also allows you to run High-G tourist contracts if you're playing career - take a number of tourists either flying, sub-orbital or in orbit & make them pass out.  The flying & sub-orbital ones are fun, the orbital ones kind of a pain. 

The primary drawback is you can only go something like 300m underwater on Kerbin before the parts get crushed by pressure.  There are some mod parts intended to be submarine parts that have higher pressure limits, but every single stock part has a pretty low pressure limit.

If you don't like it, you can always go into settings & turn those back off.

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Yes, I do play with them enabled, mostly for the realism regarding kerbals fainting from G-force, as this adds some limiting factor to turns in maneuverable planes and re-entry velocities. Overall however, I wouldn’t say it adds that much difficulty to the game, especially with the part limits, as 40 atmospheres (which I believe is the pressure limit) is only obtainable deep underwater or when you’re about to reach 0 altitude on Jool, at which point you’re doomed anyway. The 50 G limit is negligible nearly 100% of the time, too, unless you’re attempting some crazy steep entry into an atmosphere at ludicrous speed. 

 As far as disabling it goes, can’t you just turn it off in the difficulty settings, or is this some change I’m not aware of?

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yeah I play with them enabled (and plasma black out too, although I never experience that one).  Mostly because I enjoy doing a sharp pitch or bank before approaching the runway to give enough Gs to knock out all the tourists but keep the pilot conscious! I also like it because it will rip a space plane apart if you try to pull overly sharp turns during reentry.

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I play with G-Force on kerbals and have played a few saves with G-force on parts. Kerbal G-force is honestly way too easy. You only ever have kerbals pass out when you have extremely unrealistic re-entry profiles from eccentric orbits. I haven't tried it with a full on space plane before, but I have tested it before in planes going 450~ m/s at sea level. Slowing down/minor corse correction is fine, but if you want to make any major maneuvers it's very likely your wings would be blown off.

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G-force limits for kerbals and plasma blackout, yes - those add a bit of reasonably sensible constraints to deal with, and they work pretty much as one would expect.

G-force limits and pressure limits for parts, no - because Squad never did anything with these for the stock parts, other than copy/paste the exact same silly placeholder values everywhere. It makes absolutely no sense that eg. a solid metal girder buckles as quickly as a fragile scientific instrument or an antenna. Or that a flat metal plate gets crushed under pressure as if it were an empty pizza box. If they ever decide to revisit these and fill in some half-decent values, we might get some use out of these features.

 

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as a player who has almost 1000 hours in KSP and have yet only now landed on Tylo, yes, i do play with G-forces and pressure limits. Why? For science of course! also, as @swjr-swis mentioned, plasma blackouts indeed add constraints, that's why i love them :D. so yeah... i guys you must play with them to feel the ksp.

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I turn them on every 4th or 5th time I start a new career. I never really notice them and don't like the "make me pass out" contracts (though the first set of ships was fun to make), so the next few careers I don't use them. Then I start thinking maybe it'd be fun so I try them again, and I'm wrong. :D

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Yes. I think the only time I broke a part from g-forces was when I deliberately let my ship spin like crazy.

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15 minutes ago, cantab said:

Yes. I think the only time I broke a part from g-forces was when I deliberately let my ship spin like crazy.

did you just say "rapid unplanned shuttle disassembly"?

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I do. Not especially hard. 

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9 hours ago, katateochi said:

yeah I play with them enabled (and plasma black out too, although I never experience that one).  Mostly because I enjoy doing a sharp pitch or bank before approaching the runway to give enough Gs to knock out all the tourists but keep the pilot conscious! I also like it because it will rip a space plane apart if you try to pull overly sharp turns during reentry.

I think a lot of people hjere are conflating kerbal G force limits, and part G force limits.

Anyway, I always play with them on, but I don't think it affects much. I may have lost some craft to them playing in 3x (I think sigma dimensions must scale the heating), when I come in from about 4,000 m/s. I'm not sure if its G forces destroying parts, or G forces ripping parts off, in a rapid unplanned disassembly during reentry, it can be hard to tell.

Plasma blackout on the other hand, I encounter all the time, and is a major problem with reentry of unmanned spaceplanes. If you have crew, you won't even notice it. Its not like you're likely to be transmitting science during peak heating, probe SAS still works too, so follow pro/retrograde works. Its only when you want manual control without a kerbal (such as adjusting your flightpath on a SSTO returning to KSC) that you'll notice it.

I sometimes turn it off, because the probe cores lack basic features like "keep the wings level", that a probe would easily be able to do without a connection to KSC.

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3 hours ago, KerikBalm said:

I sometimes turn it off, because the probe cores lack basic features like "keep the wings level", that a probe would easily be able to do without a connection to KSC. 

This especially is annoying. If you set your probe core to SAS on + hold retrograde, which is perfect for a capsule with a heatshield, I should be able to hold that. But the game decides to change it during blackout to SAS on + hold current heading instead of hold retrograde, which can cause the vehicle to peak from behind the heatshield and explode. Annoying!

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Ummm, but it can stick to hold retrograde, and you can still switch between probe modes during a blackout (unless its a difficulty setting, like one where when you lose signal you can still fire the engines, but 0 or 100% thrust, no fine control- which I keep on since a probe should be able to be programed to fire its engines at a certain time/execute a maneuver node)

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G-force limits: Yes, as others have said, it's not really that bad and you generally have to try to destroy your craft.

Pressure limits: No, unless something has changed every part has the same depth limit from pressure which isn't very far down. If you'd like to explore the sea at any point, you'll want pressure limits off.

Both can be turned on and off at will, at any time in the options menu afaik.

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