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[poll] do you save-load or do you just let it be?


lammatt

Do you load the save or carry on?  

  1. 1. Do you load the save or carry on?

    • Load the save
      44
    • Carry on
      39


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scenario:

you just finished a mission restocking food for a station with a shuttle/plane.

and now you were heading back to the runway.

so far so good

a few minutes later, you safely touched down but somehow the speed was too fast and you dont have a drag chute or any kind of deceleration aid besides the brake.

and the shuttle couldnt make it to a stop before it ran off the runway into the sea, and it exploded killing all.

(and you last save is BEFORE you even docked with the station)

do you save-load or do you just leave their dead body alone?

Edited by lammatt
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I also and unsure about which answer reflects my play. You should pm a mod to get them to change it. (Edit: Ninja'd by a mod)

My answer is: I use save/load a lot, especially now that you can name and retain quicksaves at various points. Mostly for doing things I'm not all that great at, like aerobraking. A lot depends on the complexity and time invested in a mission. Crash on the Mun and break the lander? I'll send a rescue mission. Crash on Tylo and break the lander? Reload and try again.

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"No good, old boy, go 'round again".

In R&D flights are probably reverted whether they succeed or fail - the point was to test what happens.

The ships that make it to missions will have a contingency plan for bad piloting so I'll play it that way.

No system is proof against a determined fool though so when I make a completely stupid and costly mistake I might quickload.

But I hardly ever bother to quicksave, so probably can't.

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depends on the victims really. if they were a proverbial startrek redshirt, no tears are shed. if it was one of my heroic planet conquering veterans, then yes, i roll back the clock.

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If it's because of human Kerbal error, those brave Kerbals will be missed, but we have to carry on. For Science! (or soonâ„¢: for money!).

But most craft are tested at least for being able to take off without exploding (but that's a revert to VAB, not quickload). Same for Münlandings; they have plenty of opportunity to practice in a simulator, and it's too tedious to do a new launch.

If they're just left stranded though, it's a good excuse for an elaborate rescue mission.

In short: if it generates a new challenge to solve, I don't quickload myself out of sticky situations...

Edit:

as stated by:

In case of emergency i ask myself "will it be fun to cope with the situation?"

New challenge usually equals fun (especially if you solve it with an awesome new rocket-/mission-design). Fun comes first!

Edited by Speijker
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i spend 60 minutes building a rocket, another 5 getting it in orbit, another 10 getting it to jool, 5 getting it back into orbit, 15 getting it into orbit around laythe, only to slightly mis-judge my aerobraking depth and have the whole thing dashed into the ocean? no thanks, i'm reloading. it's not realistic, but the game isn't meant to be realistic, and my time's more valuable than that.

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In case of emergency i ask myself "will it be fun to cope with the situation?" If yes, i carry on, if no i reload. Its a game, and i have nothing to proof, so why not? :)

Pretty much this...

In a situation like the OP I'd keep going and have a moment of silence. Other than that it's kind of a trade off -- if I have a lot to lose by NOT quickloading (time + science + "important" Kerbals) then I go back and try again. It's not a strict rule or anything and depends on the mission.

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I'd reload in the specified case, though I wouldn't usually find myself in that situation since I prefer VTOL craft as opposed to those requiring a runway. Just a personal design preference, partly because I like to maximize the (usually obscenely large) payload. In general though, my personal rule is if it's a Kerbal-killing crash I'll reload; if it's a Kerbal-stranding but non-lethal crash I'll play on because recovery missions are fun.

I make no secret of the fact that I use quicksave liberally, especially following the ARM update which introduced a few bugs and glitches (mostly surrounding the claw). Despite the regular quicksaves, my quickloads are fairly infrequent - mostly the result of encountering a bug or glitch with a crazily large craft rather than a piloting error. Of course in my early days playing KSP, I'd reload half a dozen times or more just to achieve a successful landing on the Mun. Nowadays I'm a much better pilot though, if I do say so myself. :)

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Depend on the work involved, if you do an stupid mistake during an Tylo landing you reload, on a Mun mission you do an rescue.

Random asteroid probe hit bullseye then matching speed and hit it at 200 m/s you carry on.

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