Jump to content

Is it possible to kill Kerbanauts without blasting the command pod?


Recommended Posts

I've done it before.

It seems that if it hits the ground too hard, the internals get damaged, and you're no longer able to 'exit' the kerbals.

I don't think they 'die'- in the sense that it says on the Mission summary, but i'm not sure.

In any case, it's difficult to replicate reliably. Try dropping a command pod from a height and see if you get any joy.

Link to comment
Share on other sites

Basically EVA them in space and de-orbit using their RCS pack :)

Alternatively:

- build a Kerbal launcher

- strap them to a booster

- EVA while crashing a plane

- drop from a great height

- did anyone try roasting one with a Mainsail?

Link to comment
Share on other sites

Basically EVA them in space and de-orbit using their RCS pack :)

Alternatively:

- build a Kerbal launcher

- strap them to a booster

- EVA while crashing a plane

- drop from a great height

- did anyone try roasting one with a Mainsail?

They get flung out at mach speed. You can try it by sticking a thin Rockomax tank on a Mainsail and a command pod. Tilt the whole thing at 45 degrees and hold it up with launch clamps. Then get out, walk along the top and jump into the rocket exhaust... :D I got about 6km once.

May not survive landing...

Link to comment
Share on other sites

this is the video that got me into KSP.... over a year ago I saw it and became hooked. <sniff>

Heh, same here (way back October/November 2011), and probably countless more. Also, the guy who created that video used to be active here in forums, but has already left the building a year ago already.

It is impossible to kill a Kerbal in a command pod and have the pod stay intact.

Watch the video I've just posted. It was a bug before, but still has the pod intact/kerbals dead in it:D

Link to comment
Share on other sites

I've done it before.

It seems that if it hits the ground too hard, the internals get damaged, and you're no longer able to 'exit' the kerbals.

I don't think they 'die'- in the sense that it says on the Mission summary, but i'm not sure.

In any case, it's difficult to replicate reliably. Try dropping a command pod from a height and see if you get any joy.

I don't think the blocked hatch is caused by hitting the ground too hard; it is caused by parts or planetoids being too close to the hatch.

Link to comment
Share on other sites

I've done it in 0.20.2

Elaboration, or it didn't happen ;p

I mean, it is insanely easy to just call "Die()" on the kerbal, but you can EVA said kerbal and when loading him back in he'll be alive again. (Which is why that feature was supposedly removed, or so I thought)

Link to comment
Share on other sites

  • 1 month later...

Hi guys, I'm relaively new to the forum but some of you might know me from the Macey Dean submissions thread. I found this thread whilst researching the best way to do it. I'm going to post this here as it's relevant.

One of my submissions I'm currently working on will be a prison barge with a reusable execution chamber (a bit sick, I know, but war's hell). About the easiest way I've discovered to kill a kerbal without damaging the rest of the vehicle is this, Introducing the Mk.1 Chamber:

VtsYyWN.jpg

xI9EzgZ.jpg

P4uN5ws.jpg

It takes about 4 sepratrons to do it without overheating anything else so the chamber as it stands can execute 3 kerbals before reloading.

Link to comment
Share on other sites

It takes about 4 sepratrons to do it without overheating anything else so the chamber as it stands can execute 3 kerbals before reloading.

Some of you guys are real sick bastards, you know that?

Poor Bill.

Link to comment
Share on other sites

Hi guys, I'm relaively new to the forum but some of you might know me from the Macey Dean submissions thread. I found this thread whilst researching the best way to do it. I'm going to post this here as it's relevant.

One of my submissions I'm currently working on will be a prison barge with a reusable execution chamber (a bit sick, I know, but war's hell). About the easiest way I've discovered to kill a kerbal without damaging the rest of the vehicle is this, Introducing the Mk.1 Chamber:

-snip-

It takes about 4 sepratrons to do it without overheating anything else so the chamber as it stands can execute 3 kerbals before reloading.

Have you ever thought about using the orange radial motors, using liquid fuel it would allow reusablity that your current design can't really do. Or you could do what I do and just plop a that Kethane closet and get a little fuel out of it.

Link to comment
Share on other sites

It needs to be 100% unmodded, so no kethane :( I did experiment with LF engines but found it didn't really work:

40Bngg2.jpg

So I tried a larger rocket but that just blasted through the back of the chamber:

LtCOnEC.jpg

I also tried decapitation using an i beam and sepratrons, it worked, kinda:

MPSqEjC.jpg

In the end I settled for the mounting the top of the chamber, along with the sepratrons with docking ports so its semi reusable.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...