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Exploding staging


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Prior to new update, I often had upper stages activate (at 100% thrust) in same "stage" (spacebar) as separator that released spent lower stage. Just launched for first time since update and "BOOM" biga bada (channeling a certain Gungan), but saw no damage to rocket.


Is stage sep and rocket start on the same "stage" (spacebar) not a thing to do anymore?
By the way, anyone know why I can't get a new paragraph with an "enter" on the keyboard in this forum? Used to be able to. That's why the lines. Edited by Rematog
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Thrust damage was upped ( better said, it was made to follow a law more closely related with RL, a thing that makes that if you're close of a rocket nozzle, you're going to have a bad day ), so if you decouple and activate at the same time, the lower stage will most likely get damaged .

The best way to solve this is to either activate the engine in the upper stage after decoupling and gaining some distance ( like most rockets in RL do ) or simply hot stage ( aka decoupling and lighting the engine at the same time ) and forget about reusing the lower stage ( also a thing in RL )

Edited by r_rolo1
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Yes, it's disconcerting but appears otherwise harmless. FWIW, I think it doesn't even damage the jettisoned stage much; when I do this, I see the intact jettisoned tank flying away, so I think that it's just the stack decoupler on the top of the spent stage that's going kablooie.

I think the real issue here is the game's lack of graded explosive F/X. If a component overheats and is destroyed, you get a massive camera-rattling, screen-filling fireball, regardless of whether the destroyed component was a tank full of tons of explosive rocket fuel or just a humble OX-STAT solar panel. I really wish they'd provide different levels of F/X so that you only get the fireball when it's something genuinely explosive. When something small and inert does (like a solar panel, or a spent decoupler), it should just be a brief sizzle and a puff of smoke. Would save a lot of player confusion (such as yours, in this post), and also make the real explosions more emotionally effective by not crying wolf all the time.

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Thrust damage was upped ( better said, it was made to follow a law more closely related with RL, a thing that makes that if you're close of a rocket nozzle, you're going to have a bad day ), so if you decouple and activate at the same time, the lower stage will most likely get damaged .

The best way to solve this is to either activate the engine in the upper stage after decoupling and gaining some distance ( like most rockets in RL do ) or simply hot stage ( aka decoupling and lighting the engine at the same time ) and forget about reusing the lower stage ( also a thing in RL )

That makes sense!

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Make sure you updated to build 1028 (see announcement forum), which clamped the maximum possible heat damage from infinity at zero distance to a more sane value... (though you may still want to wait for your engine to at least clear its shroud after staging).

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