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Debris disappear, and can't be recovered!


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Hello,

I have the version 0.24.2 (x64) I put the debris settings to UNLIMITED

I'm trying to create my rockets with parachutes in order to recover the debris, after a few seconds this parts disappear. I'm doing this in career mode and on sandbox mode and is the same thing.

Also I check my self, when I dissatach this rocket parts I switch the view using [ and this can land perfectly, but the ship it self disappears in this case...

What is happening, this doesn't happened before in previous versions. Is a BUG? is a bug for x64 version, what is going on?

Cheers!

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This has been in place for many versions.

ANY flying object (manned or unmanned, controllable or debris) beyond physics range at more than a certain atmospheric pressure. (I believe it was 1% surface pressure?) is considered to crash and is deleted. For Kerbin this border is at roughly 23 kilometer.

To still be able to recover debris you could use DebRefund.

(There are others that do the same. I just mentioned DebRefund as I use it myself.)

Edited by Tex_NL
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The fact that staged parts get destroyed in atmosphere is part of game implementation. The money system was added on top of that and the game is balanced for it. In other words, the fact that you lose some parts after you stage them is part of the game. For instance SRBs are intentionally very cheap so you don't have to worry much when you stage them off.

Anyone who tells you that you must use some mods that "fix" that are just people who need to have the game even easier than intended by developers. Of course, as long as KSP is a single player game, you're free to decide what is fine by you and what is cheating. The game definitely doesn't need such "fixes" to be playable.

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Anyone who tells you that you must use some mods that "fix" that are just people who need to have the game even easier than intended by developers. Of course, as long as KSP is a single player game, you're free to decide what is fine by you and what is cheating. The game definitely doesn't need such "fixes" to be playable.

Either that, or they're just greedy and want to save as many funds as they can. ;)

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Either that, or they're just greedy and want to save as many funds as they can. ;)

Bah.

Better way to save funds: Build a spaceplane.

Better, better way to save funds: Build a SSTO self-landing rocket booster stage. If you drop no parts and land on runway, you recover 100% of cost, minus fuel

Better, better, better way to save funds: Make your fly-back ssto booster use turbojets as it main engines. Fuel use goes to less than 1/10th.

I can get a 100t payload in space for about 6500 roots, and that's mainly because my landing skills suck, I tend to land on ksc grass not runway, so recover only 98%

P.s. not that money is scarce.

After completing tech tree, I usually have 5.5-6 million funds left. (14 missions or so)

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The fact that staged parts get destroyed in atmosphere is part of game implementation. The money system was added on top of that and the game is balanced for it. In other words, the fact that you lose some parts after you stage them is part of the game. For instance SRBs are intentionally very cheap so you don't have to worry much when you stage them off.

Anyone who tells you that you must use some mods that "fix" that are just people who need to have the game even easier than intended by developers. Of course, as long as KSP is a single player game, you're free to decide what is fine by you and what is cheating. The game definitely doesn't need such "fixes" to be playable.

Yes, its balanced, solid boosters are so cheap its cheaper to make an two stage rocket with 2-4 boosters and the core is recovered than an SSTO with the same performance.

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Bah.

Better way to save funds: Build a spaceplane.

Better, better way to save funds: Build a SSTO self-landing rocket booster stage. If you drop no parts and land on runway, you recover 100% of cost, minus fuel

Better, better, better way to save funds: Make your fly-back ssto booster use turbojets as it main engines. Fuel use goes to less than 1/10th.

I can get a 100t payload in space for about 6500 roots, and that's mainly because my landing skills suck, I tend to land on ksc grass not runway, so recover only 98%

P.s. not that money is scarce.

After completing tech tree, I usually have 5.5-6 million funds left. (14 missions or so)

So to avoid a realistic "exploit" created by a mod, you'd abuse the broken, massively OP turbojets? ;)

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So to avoid a realistic "exploit" created by a mod, you'd abuse the broken, massively OP turbojets? ;)

Well then here we have also "broken, massively OP" nuclear engine, "broken, massively OP" massless parts, "broken, massively OP" Kerbal life expectancy, "broken, massively OP" wings and control surfaces, and "broken, massively OP" ion engines. Huh, the whole game suddenly seems to be "broken, massively OP".

My opinion is that parts that are in the game are intended by developers to be used for playing the game, regardless of your personal opinion on their properties. Even turbojets are part of the game balance.

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Well the NERVA is actually nerfed from real life...

IMHO, using the turbojets as vertical-lift engines in a first stage is abuse of the stock parts, same as airhogging, infinigliders, or spamming massless parts. But if people want to play that way, it's their choice, I'm not judging them for it. My comment was tongue-in-cheek.

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^ the above, I have an SSTO that hauls upwards of 130 tons to orbit (I seem to be more limited by space for the cargo to go than anything else).

While I have been able to land it on the runway, it involves a lot of quicksaving and loading... I found it much easier to just land next to the runway, and then turn onto the runway once I've slowed down enough. Momentum is enough and I often don't even need to add any additional thrust to get there.

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