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Showing results for tags 'heat'.
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Okay - I'm finally getting to Eve and Jool, and I'm hitting a wall with aerocapture. I'm having ships simply explode. I've resorted to having ships just use lots of fuel, but that's making them large and unwieldy. Would be nice to have some ideas on how to best accomplish aerocapture, as well as good altitudes - is the KSP wiki still accurate on this? Thanks for any help you can give.
- 21 replies
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- aerocapture
- reentry
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I've been trying and trying to build the smallest possible recoverable Kerballed orbiter by mounting an EAS control seat on top of a fairing base and (supposedly) using the fairing to protect the pilot from heat: Even though the pilot is fully enclosed by the fairing, it appears as though he is being heated as if fully exposed to the airstream, and he inevitably explodes even though no other part on the craft even has a heat indicator lit up. Is this just a quirk of the control seat or am I using the fairings wrong? I tried building it out a bit further, and other than making it heavier and draggier, it seemed to make no difference.
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This question is un-prepared. Anyway I have problems entering the atmosphere with the mk1 cockpits. It seems that whenever I re-enter the atmosphere with a mk1 cockpit (mk1 SSTO), the cockpit absorbs all the heat. I get a gauge on the cockpit only and it heats up in about 15 seconds. The mk1 command capsule is pretty much the same. I have a simple command capsule with a heatshield and parachute and if I don't turn off SAS and let the atmosphere point me in the exact right direction, the same thing happens. I know I have posted something like this before but it was all rage and I didn't really help by not posting pictures. I will post them if you need them and if you want information on crafts, just ask! I won't be lazy and not give parameters this time! Thanks!
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I have the feeling that managing the reentry heat is now much, much more difficult than it was in 1.0.5. In 1.0.5 I've been playing with a normal difficulty, for the 1.1 I've started a new career (because I *knew* there would be bugs, I wanted to see all the new stuff, and - just a very, very little - I hoped for the "barn-style" level 1 base), but this time with "moderate" difficulty. Where previously I would just make sure that I have enough parachutes, and I'm not diving down from the LKO at 90 deg angle, now I seem to need to consider adding a heat shield even for the Mk1 Command Pod, and really stress my fingers managing the ship orientation so none of the stuff attached to it (like that flat thermometer) burns in the atmosphere. I see that the difficulty setting for the heat is the same as it is for a "normal" difficulty game, so it should not matter. Is there so much changes in 1.1, is that some bug or imbalance, or my pilot skills got rusty sending yet another Kerbal with a rescue-to-a-rescue-of-a-rescue mission, and not really having time to bring them back?
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So, today, I made a Apollo-style Mun mission in Sandbox, just for fun. The mission went flawless but that's not the interesting part. On reentry, I noticed an orange temperature gauge pointing to the heat shield. Here's a pic of that: (sorry for the large size) I used KER to check wich part has critical temperature, and apparently, it was the heat shield This is just too funny. A heat shield overheating. Think about it. Oh, and apparently there's another heat shield floating in a eccentric solar orbit
- 19 replies
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Okay so I've started playing KSP more seriously (tired of waiting for 1.1), but I'm wondering if this is on purpose or just plain out broken ? Last week, I make a ship to go to the Jool system, carrying a Vall Exploration Rover. I set-up aerobreaking @ Laythe. POOF... Okay I did not have a heatshield, but I was exploding 3 seconds after touching the outer layer. Thankfully, I had enough Delta-V (barely) to do a manual break using a close Tylo approach and coming back to Laythe. Quite expensive. Yesterday I decide to go to EVE. Learning from my Laythe experiences of last week, I put a 2,5m heatshield AND keep my fairing over the rover. Entering atmosphere... BOOM ! **again** and the heatshield got consumed/destroyed in about 1 sec. I mean fine that you need to build with a heatshield and all, it works really well on Duna and Kerbin (coming back from Mün and Minmus anyways). But having to drop re-entry heating to 20-40%, if not straight out kill it to 0% is kind of a bummer. I like the extra challenge but it's ridiculous now. Are there any fixes being done in 1.1 or is that the 'way it's gonna be' ? Because right now I have to budget a lot of dV to manually break entering a SoI
- 12 replies
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- aerobreaking
- heat
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So basically I have this problem: I build a huge launcher (if you know me, you know I can't do small) but my usual designs fail miserably due to mammoth engines suddenly overheating without warning: http://gfycat.com/DisastrousInnocentDuckling This is consistent behavior every time I group stacks of 3.75m tanks with mammoths, however it's always a different engine that decides to pop. Any ideas?