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Kerbals are fireproof??


MissStabby

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i just tried to see at what temperatures kerbals would not survive anymore,

Though when testing i could not actually 'fry' a kerbal.

e62dc37e756b4418874a383.png

Also i discovered that the kerbals are subject to the thrust force that is exhausted from the rocketengine.

Kerbals are being launched at tremendous speeds when walking into a jet that is aimed horisontally or upwards.

This could make for a nice EVA to orbit 'canon'

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All attempts of mine at making a cannon out of this concept were met with failure, in various ways. Here\'s the craft I tried to use to make a cannon... It seems to work, but every time I try to shoot a Kerbal he just straight up vanishes. The end flight log doesn\'t indicate that he dies, though it does say he gets damaged by the flames...

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Your engines are too far from the Kerbal.

If you brought them closer (like, say, half the height of a Kerbal above his head), he\'d pop in short order.

It seems to work, but every time I try to shoot a Kerbal he just straight up vanishes. The end flight log doesn\'t indicate that he dies, though it does say he gets damaged by the flames...

The game deletes any flying/falling object that is deep in the atmosphere of Kerbin (below about 21 km) and more than 2.5 km from the active spacecraft. One of the big new engines can easily toss a Kerbal about 4 km, so you need quickly switch to the Kerbal before he leaves that range if you\'re firing them from the launchpad.

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funny that you mentioned that, i put up a request for help a week or two back.

I am capable of modelling any parts needed for a orion drive, though the programming/setting/ballancing/exporting is something i have no knowledge of

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This gives me hope that true Orion-style nuclear pulse engines may be possible :-d Create a pusher plate with the same properties as a kerbal (damage-wise), and your halfway there!

Heat resistance properties? Isn\'t that something you could just .cfg-hack?

Using Kerbals as a base for an Orion propulsion system does give me an idea, though. If Kerbals can be contained in a crewpod or tank and sent out such that a new Kerbal 'object' is spawned at the exit hatch, perhaps the EVA system can be used by some clever plugin creator to create explosive pulses that are contained in a crew-tank-like part and launched from a 'hatch' on the bottom? If it worked, this functionality could be extended to allow ships to pack a rover, smaller shuttlecraft, etc...

Not that I know much of anything about plugin making.

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As you can see, we designed our environmental suits with a ridiculous amount of heat tolerance in the event that our kerbalnauts would attempt something extraordinarily stupid. Case in point, Jeb thought he saw a penny and exited the command module during live engine stress testing shown in archive photo below.

burnnotice.jpg

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