Jump to content

Kerbal Terminal Velocity


Recommended Posts

I can't remember if this worked prior to 1.0. (I don't think so, but I haven't played in a few months.) The terminal velocity for the kerbals themselves at Kerbin's surface seems to be below their collision damage threshold. Twice now, I've had (ahem) parachute malfunctions that involved a rapidly descending control pod. I EVA'd the Kerbal at 5km and blasted her EVA pack at full charge toward the ground (which doesn't seem to affect her velocity much.) When she landed, she bounced a couple times and walked away. This strikes me as -- resilient to say the least. Is this normal or a 1.0 addition?

Edited by Mr Shifty
Link to comment
Share on other sites

I remember back in 0.90 I accidentally EVAed Jebediah from a 15km altitude plane, I didn't do anything, just looked at him until he hit the ground and after that he can still walk... no wonder they survive the ridiculous hi-g from early 1.0 parachutes :(

Link to comment
Share on other sites

Still works in 1.0.2. I "saved" Kerbal by ejecting him from the capsule that had lost it's chute to heat damage. Capsule died, kerbal bounced :)

Just to test that I then dropped a Kerbal from orbit :)

Move over Alan Eustace, kerbals do it better... and without parachutes :)

Link to comment
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
Reply to this topic...

×   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.

×
×
  • Create New...