@FreeThinker Nope, barking up the wrong tree. Heating is proportional to sqrt(rho) * v^3, not rho * v^2 (the latter being dynamic pressure). What's actually related to dynamic pressure is those cool swirly visual FX you see.
@Arrowstar sure thing. So, in the simple case (let's assume nothing is occluded), then the hypersonic convective coefficient is:
1E-07 * MachConvectionFactor * (density ^ MachConvectionDensityExponent) * (velocity ^ MachConvectionVelocityExponent)
EDIT: Oh, right, and the sqrt is ignored if density >= 1, so it's really (if density > 1, density, else sqrt(density)). Uh, since MachConvectionDensityExponent is presumably still 0.5, unless y'all changed it while I've been gone.
HOWEVER. Two caveats. First, if you get too low while going too fast, we have a "pseudo-Reynolds number" that punishes you for doing so. If that gets too high, your convective coefficient spikes because you're in turbulent flow. Second, occlusion does weird things--the above math is only valid for the frontmost part, and behind that you're inside the shock cone and both area presented to the heating, and the effective shock temperature, get decreased.
(And by "some work" I presume you mean "done wrote it" -- again, unless it's been rewritten since. )
If you want the entire thing all the way down, there's some general multipliers too, like the general convective constant, the part's convection multiplier, the part's exposed surface area, etc. Oh, and the above yields watts (like any sane formula would) and we convert to kW because KSP masses (and thus thermal masses) are in tonnes.
ARGH, hopefully last edit: don't forget radiative heat. I've talked only about convection, above, but for fast reentries the radiation really matters too. We lerp between the full shock temperature and space background radiation based on a "density thermal lerp" calculation that involves the atmosphere's adiabatic index and the mach. That's fairly complex, and has some empirically-determined piece-wise bits.