![]() ![]() So, what are the requirements for powered recovery?Īn activated engine (or multiple), excluding SolidFuel powered engines (engine ISP will be properly averaged).Ītmospheric Delta-V of at least 1.5 times the terminal velocity after parachutes. With that said, if you are having issues with recovery, first try going into the settings and disabling Powered Recovery, then you can report your bugs if they didn't go away. Now you can be your very own Elon Musk and have your rockets land with their engines! This feature is a work in progress, however, and will be improved in future updates. With the new Recover圜ontroller integration you can designate stages to be recovered by StageRecovery, FMRS, auto, or no mods during construction or flight. With 1.7.1, more advanced support for FMRS. If FMRS isn't handling parachute stages or has deferred them to SR, then SR will handle them while FMRS handles controlled stages. Unfocused stages can be destroyed by thermal heating if they are going too fast (check below for further details, it's not exactly a scientific way of handling this)ĭesigned to work alongside FMRS! If FMRS is deactivated, SR will handle recovery. Land with rockets, instead of just parachutes! Has an easy to use API that other mods can tie into to be notified of recovery events (success or failure) Integrates with stock message system (reports can be disabled in the setting file)Įasy to use, non-intrusive GUI for viewing Recovered and Destroyed Stages.Įditor helper to help you figure out just how many parachutes you need. Recover science in dropped/returned stages Recover Kerbals in dropped/returned stages (improved in 1.6.0, hopefully no more contract failures) Recovery does not require that parachutes are deployed, only attached (but it is a good idea to deploy them at low altitudes) Works with Stock parachutes and Real Chutes parachutesĪll cutoff velocities are easily configurable with in-game sliders in the in-game settings menu Recovery percentage (flat rate model only) is configurable (default of 75% of the normal for the current distance from KSC, 100% if a probe core or Kerballed command pod is attached) Two funds recovery models: Flat Rate, where once the velocity drops below a cutoff a flat rate is returned or Variable Rate (default), where the velocity within an intermediate range determines the recovery percentage (following a quadratic relationship) Recover funds from stages that have enough parachutes to drop the terminal velocity to a safe level This mod allows funds to be recovered, at a reduced rate, from dropped stages so long as they have parachutes attached (not necessarily deployed). It was split it off since 0.24 makes recovery of spent stages practical in the stock game. ![]() ![]() This was a spinoff addon from Kerbal Construction Time containing only the booster recovery code. Forum user left the modding scene, and has turned over this mod to me for maintenance. ![]()
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