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500+ Hours played. Forgot the dang parachutes


Kerbonaut257

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So I was feeling pretty proud of myself for making a 3-man mission to minmus with only the lvl 2 launch pad. Had all sorts of science and crap. Then, upon re-entry of kerbins atmosphere, realized oh shoot no parachute =/

 

So now I will have to reload, attempt to get into a circular orbit of kerbin (have about 500 dV left after leaving minmus SOI) so I can aerobrake pretty well I think. And then have to send some sort of parachute apparatus to grab onto the ship and bring it home. Alternately send up space for 3 more crew and then bring that down. 

 

I love this game!

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2 minutes ago, RX2000 said:

I pretty much always forget either parachutes, solar panels, or batteries. Or a combination of those 3...... :wink:

I need a more aggressive version of the stock "engineer analysis" in the game.

 

I want flashing red lights and a big message if I have forgotten any of those 3 as SOON as my rocket loads on the launch pad. With optional name-calling. 


If I knew anything about modding, I would make it myself =P

EDIT: Oh and since I use RT, it should also yell if I don't have an antenna.

Edited by Kerbonaut257
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If you are into modding or not I highly suggest getting Kerbal Inventory System (KIS) and Kerbal Attachment System (KAS). Then make a Kerbal AAA space craft with some parachutes and an engineer with an electric drill. You will be able to attach parachutes to the craft and then deorbit safely :)

KIS and KAS are two mods I believe should be stock. They make repair and rescue missions that much more exciting. Forgot to put an antenna on? send a repair mission to attach one. that probe flying to the moon ran out of batteries? Rendezvous and attach solar panels. Comnet outdated? install new hardware including direct and relay antenna on current comsat network without having to send up a new sat every time you get a more powerful coms device. construct rovers on muns with spare parts etc... etc... the list goes on. 

Edited by Leafbaron
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23 minutes ago, Leafbaron said:

If you are into modding or not I highly suggest getting Kerbal Inventory System (KIS) and Kerbal Attachment System (KAS). Then make a Kerbal AAA space craft with some parachutes and an engineer with an electric drill. You will be able to attach parachutes to the craft and then deorbit safely :)

KIS and KAS are two mods I believe should be stock. They make repair and rescue missions that much more exciting. Forgot to put an antenna on? send a repair mission to attach one. that probe flying to the moon ran out of batteries? Rendezvous and attach solar panels. Comnet outdated? install new hardware including direct and relay antenna on current comsat network without having to send up a new sat every time you get a more powerful coms device. construct rovers on muns with spare parts etc... etc... the list goes on. 

Are they updated for 1.2 yet? I had them on my old install and never really used them because mostly I didn't understand how to. I finally used them a bit and learned that I can put a bunch of items in a container and then attach them to a ship like it's the VAB and then I realized just how awesome the mod is! It's like building spaceships... in space...

 

But to your point about parachutes, yes, it would be very hand to just rendezvous up there, attach a chute, and then everybody gets home safe (assuming I remembered a chute on the AAA craft lol)

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5 minutes ago, Kerbonaut257 said:

Are they updated for 1.2 yet? I had them on my old install and never really used them because mostly I didn't understand how to. I finally used them a bit and learned that I can put a bunch of items in a container and then attach them to a ship like it's the VAB and then I realized just how awesome the mod is! It's like building spaceships... in space...

 

But to your point about parachutes, yes, it would be very hand to just rendezvous up there, attach a chute, and then everybody gets home safe (assuming I remembered a chute on the AAA craft lol)

I use CKAN for my mods and they were in the list of compatible mods for 1.2 so I installed them. I haven't encountered any crashes with it yet so I assume they work! additionally depending on how long ago you used KIS and KAS, they have made some changes. A container is not required anymore as each seat in command module has a limited inventory. I only use containers if I run out of space in the command module. Also, kerbals can carry multiple items now instead of one item on there back at a time. As a result EVA maneuvers with items on the kerbals person are much more manageable.  

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5 minutes ago, Leafbaron said:

I use CKAN for my mods and they were in the list of compatible mods for 1.2 so I installed them. I haven't encountered any crashes with it yet so I assume they work! additionally depending on how long ago you used KIS and KAS, they have made some changes. A container is not required anymore as each seat in command module has a limited inventory. I only use containers if I run out of space in the command module. Also, kerbals can carry multiple items now instead of one item on there back at a time. As a result EVA maneuvers with items on the kerbals person are much more manageable.  

Can Val (pilot) work a screwdriver? Or do I have to send an engineer up there to attach the parts?

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I think this is something very true for any KSP player, whether veteran, newbie, or otherwise. No matter how many ships we build, we still forget that one little thing. Parachutes are just one example--others include solar panels, batteries, antennas/dishes, etc.

Discovery of such a forgotten little thing is followed by, if caught on the pad, clicking revert to editor or, if caught later on, mounting a repair and/or rescue mission.

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Yep. Forgot the parachutes, forgot the reaction wheels for a whale of a ship, forgot to refill the fuel tank after doing checks on how the CoM changes, forgot the solar panels, forgot the crew, forgot the heat shield, forgot the fuel hoses, forgot the fins, forgot the antenna...

So many things I've forgotten at one point or another. I'm at about ~400 hours now, and I have no faith in my ability to remember any of these things on a particular launch.

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40 minutes ago, Allocthonous said:

Yep. Forgot the parachutes, forgot the reaction wheels for a whale of a ship, forgot to refill the fuel tank after doing checks on how the CoM changes, forgot the solar panels, forgot the crew, forgot the heat shield, forgot the fuel hoses, forgot the fins, forgot the antenna...

So many things I've forgotten at one point or another. I'm at about ~400 hours now, and I have no faith in my ability to remember any of these things on a particular launch.

I've done some of this for real back when I used to fly model and high-power rockets.  Always a sinking feeling when the rocket is a few hundred (or a couple thousand) feet in the air and you glance at your range box and see the parachute that was supposed to be in the rocket.  Started to develop checklists after core-sampling a particularly expensive rocket.  Just print something out, laminate it, and use a dry erase marker to check off what's needed as you build.  Go over it again right before sending the rocket off to the pad.

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A few thousand hours for me (at least, I don't play through Steam so I don't have a precise number). I still routinely do the following:

  • No parachutes
  • No batteries
  • No solar panels (or unopened solar panels)
  • Fully crewed rescue ships
  • No intakes for jet engines
  • Staging errors
  • (New in 1.2) No antenna
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Batteries.  What!?  Doesn't the command pod come with a 9-volt rechargeable built in?
Intakes.  Launch to Runway.  Get ready.  Stage to start engine.  Revert to SPH.  Add intakes.
Action Groups.  Every. Single. Time.


Happy landings!

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2 hours ago, Kerbonaut257 said:

Can Val (pilot) work a screwdriver? Or do I have to send an engineer up there to attach the parts?

No so you send up an enginer in an pod with the spare parachutes in his inventory together with an drill. He attaches them and return to his pod, both returns to kerbin 
 

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1000+ hours in game.

Built a Full shuttle-type vehicle.

On first test launch it completed its purpose built mission to deliver a small station around Duna, without need for a second test launch.

Re-entry was a breeze, minor overshoot but not detrimental.

Line up with runway, ready for touchdown.

Forgot the gear.

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