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Crawler Way Weight Limit


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From what I understand the crawler way is used to transport the vessel to the launchpad.

Why is there a launchpad weight limit?

Does it not reflect the crawler way limitations in the ability to move a vessel from the VAB to the launchpad.

So then the limit should be called the crawler way weight limit.

This could lead to two limitations and if the technology exists than the ability to fill tanks on the launchpad.

Vessel limitations for rolling out a dry vessel using the crawler way and than a launch pad limitation for wet.

Does this over complicate things?

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Good point! By refueling on the pad, you can get around the weight limit. That'd be especially handy if your payload is a tank of fuel for delivery.

Well to answer your question, I always just assumed the crawlerway is upgraded at the same time as the launch pad. On the other hand, RL rockets are always fueled after they are delivered to the launchpad. So maybe the limit just needs a name change? Or maybe they should be split like you said?

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Good point! By refueling on the pad, you can get around the weight limit. That'd be especially handy if your payload is a tank of fuel for delivery.

Well to answer your question, I always just assumed the crawlerway is upgraded at the same time as the launch pad. On the other hand, RL rockets are always fueled after they are delivered to the launchpad. So maybe the limit just needs a name change? Or maybe they should be split like you said?

You can solve the problem by creating two new versions of each fuel tank, one with LF generate module and one with Ox generate module, you will have to give up a couple of units of electric power, but it will fill your tanks up on the pad. TO be honest you would have to increase the cost of the tank to reflect the fuel added. The other problem is that the module can do this multiple times making it a potential SSTO and destination cheat. So unless you decouple the device in the first stage it becomes a cheat. (I do this to breeze through early game when new game releases come out, it makes the drudge easier)

However if you exceed the weight of the launch pad you may end up damaging it, of course you could just hit the activate button after you launch.

I think all of these defeat the purpose of the game, they want you to struggle in the design of your craft to make them efficient so that you will reach space and orbit without need a Size2 tank and engine. For example the last revisions make hard game harder even for experienced players (working through the orbit phase right now, so the weight limit is definitely on my mind).

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I think it is indeed a little overcomplicating things.

But at the same time, there's nothing stopping us from making an empty rocket under the limit and refueling it on the pad right?

Otherwise Squad has to make the crawlerway have it's own upgrade levels and versions only for the people that want this bit of more realism.

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You can solve the problem by creating two new versions of each fuel tank, one with LF generate module and one with Ox generate module, you will have to give up a couple of units of electric power, but it will fill your tanks up on the pad. TO be honest you would have to increase the cost of the tank to reflect the fuel added. The other problem is that the module can do this multiple times making it a potential SSTO and destination cheat. So unless you decouple the device in the first stage it becomes a cheat.

Just edit the launch clamps instead?

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