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Most annoying thing in game, the timer


Pawelk198604

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I admit, it would be nice if mission time was counted from initial launch, not from deployment. The problem of course is that some vehicles use action groups or right click for ignition rather than staging, so it may be difficult for the game to detect/decide what actually constitutes a "launch."

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I admit, it would be nice if mission time was counted from initial launch, not from deployment. The problem of course is that some vehicles use action groups or right click for ignition rather than staging, so it may be difficult for the game to detect/decide what actually constitutes a "launch."

There is already a mechanism to detect a "launch" in order to be awarded the first contract of the game.

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There is already a mechanism to detect a "launch" in order to be awarded the first contract of the game.

That mechanism doesn't always work. Put a command pod on the pad and use hyper edit to launch it, you won't get credit for the contract. Same goes with certain mods in use, wont get credit.

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There is already a mechanism to detect a "launch" in order to be awarded the first contract of the game.

Last time I checked (which to be fair was awhile ago) that mechanism depended on staging. If you didn't stage your vehicle, it wouldn't give you credit for the launch.

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Hek, I could do that... the only places that give me trouble to do on a budget are Tylo and Eve... and maybe Moho is a bit tricky to design for

Everything else I can fit as a payload in a 100 ton to orbit SSTO.

I still find the SAS that keeps resetting its heading when I'm flying as the most annoying thing, followed by the SAS when it won't reset its heading when I'm actually giving control inputs.

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I'll fix this for you if you give me an Ike lander that doesn't need a hundred billion tons of fuel to get there and back with a living occupant. *cries of anguish*

Ike landing's not so bad-- going to the Duna system doesn't take that much more dV than a Mun mission (as long as you pick your launch window well), and Ike is friendlier to land on than the Mun (smaller). Starting in LKO, it takes only about an extra 200 m/s dV to go there (compared with going to the Mun), which is more than made up by needing ~250 m/s less to land on Ike than on the Mun. Then you save another 250 m/s (compared with the Mun) ejecting from Ike, and then spend roughly ~600 m/s dV to head home.

Net result: a round trip from LKO to Ike's surface and back to Kerbin costs just ~350 m/s more of dV than from LKO to the Mun and back. It's trickier, certainly (have to handle launch windows and Duna aerobraking just right), but doesn't need a much heftier rocket.

Tools like http://ksp.olex.biz are really handy for planning the launch window.

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