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FMRS-style control of dropped stages


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I recently installed and started playing with a relatively new mod: Flight Manager for Reusable Stages

http://forum.kerbalspaceprogram.com/threads/80292-0-24-2-Flight-Manager-for-Reusable-Stages-%28FMRS-v0-2-00%29

It's an excellent and easy-to-use and understand solution to the problem of dropped stages disappearing after dropping below 23 km (or the equivalent altitudes on other planets) when on rails.

Basically, it creates a parallel save for each of the dropped stages. You load up the save for each, control them until they land on the ground of Kerbin or whatever planet/moon you're launching from, and then integrate the parallel saves back into the main save- which will then have the craft positions added into the save. Alternatively, you can recover the dropped stages and simply have the funds/science integrated into the main save.

All in all, an EXCELLENT solution to the problem of the game currently being unable to simulate things like Space-X style launches easily or realistically (the current best solution in the stock game is to circularize the upper stage before switching back to the lower stage- and obviously this only works for two-stage craft with a very high upper stage TWR...)

I see no reason the devs couldn't integrate this feature into the stock game- it doesn't add any parts or major gameplay functions, yet improves the game experience MASSIVELY when attempting to re-use dropped stages.

Regards,

Northstar

P.S. Other utility mod functions on my wish-list: Kerbal Alarm Clock style alarms, Atmospheric Trajectories style re-entry trajectory predictions, and of course some of the Kerbal Engineer/MechJeb style informational displays on Delta-V etc.

Edited by Northstar1989
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