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Found 26 results

  1. Download Here EVE is bundled, but be sure to check EVE page for updates as i will not be updating this mod often. Pics: (some may be outdated, will get updated as i get good screenies) Features: *Minimalistic design with focus on performance and full scatterer compatibility (not required to run mod, best to not use it when performance is an issue). *All planets but Gilly and Bop (geometric limitation) have atmospheric scatter or glow effects rendered via EVE cloud layers. Colors are generally highly saturated to give a more sci-fi universe feel compared to the more white and washed out realistic style used in most other mods like SVE. *Kerbin, Duna, Eve, Jool and Laythe have cloud layers. All volumetric layers (Kerbin, Laythe, Eve, ect) are kept minimalistic in thickness and useage to maximize performance while still creating as good an effect as possible. *Some airless bodies have fog/dust effects. Color choice is fairly varied, with some planets having highly colorful fog while others use a more greyish color. Duna has dust storms and Eeloo has blizzards. Moho has something akin to burning air. Particle density is kept to a minimum to keep performance up. While i cannot speak for everyone, my mid range laptop is capable of handling this mod as well as 2 1000 part warships in low orbit around any planet. Changelog: V-1.5 *File structure redone to make it easier for people to choose which effects they want or do not want without having to go the extra step and remove or edit configs. Currently split into: atmospheres: kerbin, eve, lathe, jool, duna, consider disabling if you use scatterer for a very minor frame boost clouds: renders clouds on planets that use atmospheres effect glow: similar effect to atmospheres but applies to non atmospheric planets dust: renders all the 3d particles near the ground, very cinematic but eats much more frames then the other effects so if your GPU starts crying try disabling this 1st *Overhaul of every glow layer. Edges of almost all planets have a distinctive and noticeable glow effect. Considerably improves contrast, light side actually looks like its reflecting light, dark side is truly dark. I did my absolute best to minimize artefacting present from stock EVE bugs, but a few rare cases still exist... *Many tweaks to particles to both improve visuals and cut down on needless lag (some effects like laythe rain is only visible right next to the camera, as its very hard to notice it far away in the 1st place given how light it is). Altered axis of many particle fields to make them move in different directions and not always east. *Improved laythe rain fx, now only visible at very short ranges, smaller particle size, slightly increased particle density to compensate (performance net increase). Also changed laythe clouds a bit *Added fire effect to moho, high velocity clouds occasionally zip past craft on the surface. Tried not to overdo the effect so the particles are rather thin and spaced out, will look into improving this for later versions. Also, removed moho's aura effect as it adds performance cost and is barely even noticeable during normal gameplay (you only really see it in very very high orbit around moho). For those that really liked it use glow.bak instead of glow.cfg. V-1.4 *Optimized to work alongside stock scatterer (download and install this separately, not packaged with this mod), *Redone or tweaked textures for Kerbin, Duna, Eve, and Laythe. Some new textures, some altered previous textures. *Added uvnoise feature to all major cloud maps to help eliminate jagged edge problems. Not a perfect solution, but it allows lower resolution detail textures and still keeps the cloud layers looking decent. *Few alterations to colors, particle density, ect. *Rain fx added to Laythe. *Mod now broken up into 3 separate files, the base mod (required dependancy), with optional cloud and dust addons. All come in a single zip file, but you can easily pick what features you want. V-1.3 *Huge overhaul of Kerbin, Duna, and Laythe. Completely redone textures (cloud maps, detail textures, particle textures). Detail textures are vastly improved with 2 of em being 4096x4096 to allow a good variety of cloud styles within a single layer without creating obvious tiling issues. *Brand new particle sprites for all planets with a bit more focus on overall quality. *More varied particle maps which makes each planet have a different thickness and level of particle coverage, no more reusing the same detail textures for half the planets. *Many other alterations too minor to bother mentioning, try it out to find out. V-1.2 *New custom cloud maps in 4096x2048 (8192x4096 for Kerbin), unique to every planet. Styles vary from purely sci-fi to semi-realistic depending on the planet for variety's sake. *Three new higher resolution detail textures which are both high res and do not give tiling issues when viewed from far away. Currently textures are for cumulus, cirrus, and a sci-fi one. *Seven new particle textures. Three are for clouds, all of which are wispy in nature and optimized to look good with very low particle density. Four are for the surface effects which vary from some particulates floating around to full blown dust storms. *Few minor color adjustments to improve looks with the new cloud textures. V-1.1 *Improved detail textures. *Minor changes to atmosphere and glow colors. V-1.0 *Initial release. Support: Due to a lack of time in my life i am not offering support of any kind officially. I may or may not update this mod when/if i get time on vacations or whatnot, but i currently have a full time job, family to take care of, and what little downtime i have available i cannot really spend on videogame modding. It was a pleasure working on this mod (and a few others), but for now im officially on hiatus, and as such ive modified the licensing to allow anyone to do anything with the mod or resources solong as it remains freely available for everyone to enjoy (that means no using any of my work to make money without my explicit permission). If you are having trouble installing, please post on the thread, and someone with technical knowledge on the forum should be able to help you. You may use all art assets and parts of this mod as you please, credit is appreciated but its not like im gonna chase anyone down if they dont. You are free to redistribute identical and modified copies of this mod. Also, absolutely no commercial use without explicit permission period, im not making any money on this free mod and neither will anyone else. And liscense for EVE itself which is packaged alongside mod:
  2. Before posting feature requests or bug reports, please read the FAQ. FAQ Works with stock aerodynamics and FAR Reportedly works with deadly reentry real solar system Rescaled Kerbin Outer Planets Mod Compatible with Blizzy's toolbar If you see weird spirals or other crazy lines everywhere, double-check you didn't enable "body-fixed mode" by mistake If the predicted trajectory seems inaccurate, check that you set the correct orientation in the Descent profile (or checked Prograde or Retrograde), and that you keep that orientation all the time It's not possible to predict a trajectory for a future stage. We know this is a highly requested feature, but unless we duplicate big parts of the KSP-internal code, we are limited to simulating the current state of the vessel. Parachutes are not simulated (that's usually not a problem if you open it near the ground) Download On SpaceDock On GitHub Description The mod displays trajectory predictions, accounting for atmospheric drag and lift. Works with the stock aerodynamic model, and with Ferram Aerospace Research (FAR). With this mod, you can choose precisely the location where you'll crash. The typical precision is about 6km. Plan Aerobraking maneuvers that can, for example, put you on intersection trajectory with another body (see point 1 about what you can do from there) Keep in mind that this software comes without warranty of any kind, and in particular that it may or may not help you survive, reach a specific target, or anything at all. But it usually helps User manual See your predicted trajectory Open the map view This is it ; trajectory display is enabled by default, you have nothing else to do White is the trajectory in space, red is the trajectory in atmosphere, the red cross is your impact point (that takes the body rotation into account to show the impact point on the terrain, this is useful both for bodies with and without atmosphere) Disable the trajectory display Click on the Trajectories icon in the stock KSP toolbar (or Blizzy's toolbar if it's installed) to display the main UI Click "Display trajectory" to toggle it on/off Click "complete" to toggle display of the complete trajectory (including parts where it is superimposed with the stock KSP trajectory) Set a target point (nav ball guidance) Adjust your velocity so that the red cross is located where you want to go Click "Set current impact as target" to enable the green cross Alternatively, there is a button to set the target on the KSC (works on Kerbin only obviously), or you can enter longitude/latitude Go back in flight view, and notice the two new indicators on the nav ball The square indicator shows where you need to point your craft at if you were exactly following the predicted trajectory The circle indicator is a hint about the direction you should go to adjust your actual trajectory to reach the target (this is not necessarily where you need to point, what's important is the direction between the square and the circle, and the distance between them indicates how far you are from the perfect trajectory) Body-fixed mode Use this toggle to switch between the regular mode (similar to stock KSP orbits), or body-fixed mode. In body-fixed mode, the trajectory is displayed relatively to the body frame, following the body rotation. This mode makes sense for atmospheric or low terrain fly-by, and also to adjust a geostationary orbit. However, for most high orbits, it will just look funny. This can help you keep occupied for those 2-year-long planetary transfers, but try not to burn up all the fuel to see how it can make funny curved lines. Manoeuver nodes You can plan aerobraking or re-entry after manoeuvers, just place your nodes as usual and see the predicted trajectory. Keep in mind that you always place nodes on the stock trajectory, that might be very different from the predicted one, so you may have to place nodes at a point that have an effect somewhere else on the predicted trajectory (especially when planning landing on a body without atmosphere with body-fixed mode). Also, atmospheric prediction can happen only for the body you are currently orbiting, so you can't plan a Kerbin re-entry while you're still arround the Mun. Support and Bugs If you have questions and feedback regarding a current release, feel free to post in this thread. Please post bug reports on the GitHub bug tracker. If you don't know how, don't want to learn or are unsure it's a bug, you can ask in this thread. Contributions This mod is a community project! It was originally written by @Youen and is currently maintained by @PiezPiedPy. The following people have already contributed to this project (in approximative order of commits): Youen (Github neuoy) PiezPiedPy Kobymaru (Github fat-lobyte) atomicfury (Github sawyerap) And many others. You want to be part of this list? Contributions are very welcome! Read our Introduction for Contributors, fork the Repository on Github and have a go at the code! When you feel that your changes are mature enough to be included, send me a pull request! Also, please let us know what you are working on in the development thread. It's always best if you work on your "pet problem" - a bug that needs to be fixed or that you personally want to see implemented. Or you could just grab an issue from our Issue Tracker! For discussions about Mod internals and Development, please head over to the development thread. Change log The changelog started with release v1.6.7. For the changes in versions older than that, please visit the GitHub releases page. License This mod is under GPLv3 license, feel free to look at the source code: https://github.com/neuoy/KSPTrajectories
  3. Hey there, To immediately get to the core of my post – I would like to share with you a handcrafted 13+ hours playlist with the finest, strangest, most epic and most remote tunes for endless Kerbal Space Program sessions (and other space adventures): https://open.spotify.com/playlist/2Tso1b4pgou9GFyJ6q4Lry I know that attitudes towards background music for playing KSP vary greatly. For me, atmospheric background music was always something to greatly increase my rocketry pleasure – especially on these very long deep space missions. However, I could not find a playlist anywhere which fulfilled my (admittedly astronomic) demands regarding quality, length, variety and space-relatedness. Hence, I had to create a playlist of my own – and since I have spent years to assemble it, I thought I might as well share it for the pleasure of my common space farers. The musical styles range from epic mainstream scores to serious electronic, classical, indy, ambient and experimental music. The playlist starts rather pop-ish but soon descents into the void of minimal experimentalism – sort of. Most songs are instrumental, they are all are suitable for background enjoyment and have some connection to space, in one way or the other. I hope you enjoy it. See you up there! (Oh, and yes, I registered for this forum three years ago just to post this. But you know, sometimes you get stuck in a very unfortunate orbit, leading you faaar away...)
  4. Hi all, Does anyone know how KSP computes aerodynamic heating on vehicles in the atmosphere of a body? I've found some basic relationships on aerodynamic heating in this chart package (slides 17-19), but I'd like to find out what KSP does and uses. Does anyone have any insight? Thanks!
  5. I'm looking for a good atmosphere/clouds mod for a relatively low performance laptop. I just thought it would be nice to touch up the textures while being friendly to my i5. If there aren't any that work decently, then I guess I'll just save for a gaming pc.
  6. How much has the earth’s atmosphere shrunk since 1990?
  7. Hey all! It's been a long while. Maybe since v 1.0? Probably since asteroids were introduced. I used to play the ever living crap out of Kerbal and now it feels like I don't even know which end of the rocket I should point mostly up. It seems the atmosphere is holy crap unforgiving and I can't even make orbit which is insanely frustrating since I used to do it blind folded...well...not really... Did they make it so making a rocket is just as hard as making a space plane? What am I missing? Hoping some vets will know where I'm coming from and send some tips my way. I tried watching some vids and they just say to keep pointing prograde, but my rockets don't seem to want to. This is career mode BTW. Basic rocket stuff to work with.
  8. i need help i have been playing KSP with scatterer for awhile, but i installed EVE (haha pun) and SVE, to make it better, but it appears that i have glitched scatterer, and now the atmosphere of all planets + the ocean of all planets is a white mass. can't screenshot it right now because i'm not on my PC, but it looks like a low poly sphere when you reach space (i've done it after 7 attempts, because the sky was hurting my eyes.) Please help me solve this, as it seems many people are getting this error, even though there is no solution if you search it on Google. By the way, i know it's scatterer when i removed it and everything was back to normal. I have a 64-bit computer , 8gb RAM, Intel Core i5-7200U, Windows 10, with a NIVIDIA GeForce 920MX. Is Scatterer doing some conflict between EVE(pun x2) or SVE?
  9. How do I add custom static clouds in the sky without using eve? Like, clouds actually in the sky that you can fly through.
  10. How do I add custom static clouds in the sky without using eve? Like, clouds actually in the sky that you can fly through.
  11. I noticed in KSP 1.3 that parts using ModuleResourceHarvester type = 2 (atmospheric) no longer appear to harvest any resource if surface speed is exactly zero, such as if the craft is attached to a launch clamp or has wheel brakes engaged. If there's any motion, such as a heavy craft wobbling on its clamps, or with brakes engaged but can still be tilted side to side, then it'll harvest the resource. This seems to happen regardless of abundance. This differs from air intakes that can still take in a fixed amount of IntakeAir if perfectly stationary. I originally tuned my harvesters to match whatever the corresponding air intake would harvest in IntakeAir while stationary, then re-tuned that to match the IntakeAir rate times whatever MinAbundance was (assuming MinAbundance and MaxAbundance were equal). Now it seems I'll have to re-tune that based on a fixed non-zero speed. Or maybe there's an option for a stationary atmospheric harvester to still work. Where can I find changes to ModuleResourceHarvester?
  12. Hey everyone, I recently have been sucked into this game, and I'm loving the math. My question is this simple, determine the altitude a rocket will achieve on full fuel burn of a single stage. I've done a lot of research and have come up with the following example problem to test my algorithm/process of calculation. Let me know what you guys think of below and what I'm missing or potentially a force I haven't considered into the calculation such as lift, as you'll see my answer is off by nearly 3,300m. (For the sake of simplicity the rocket travels straight up in a vertical dimension only.) Known Values of my Rocket: Full Mass [MFull] (Entire Rocket) : 7.5t (7,500kg) Empty Mass [MEmpty] (First Stage Depleted) : 4.5t (4,500kg) Fuel Mass [MFuel] (Both LQ and OX) : 3.0t (3,000kg) Isp [Isp] (Reliant Engine) : 265 sec Thrust [FT] (Thrust Force Atm.) : 205.2kN (205,200N) LQ Rate [BLQ] (Burn Rate of LQ) : 7.105 u/sec OX Rate [BOX] (Burn Rate of OX) : 8.684 u/sec LQ Volume [VLQ] (LQ Fuel 45% Mix) : 270 u OX Volume [VOX] (OX Fuel 55% Mix) : 330 u Known Values of Kerbin: Accel. Kerbin [g] (Accel. of Gravity) : 9.81 m/sec^2 First I will calculate the time required to burn through the fuel mixture. This time will be needed in the final calculation. Tburn =VLQ /BLQ =VOX / BOX << >> 270u / (7.105u/sec) = 38.0 sec Next I convert burn rate units from volume/sec to units of kg/sec. (I assume 1u = 5kg of both LQ and OX) BLQ_M = BLQ * (5kg/u) << >> (7.105u/sec) * (5kg/u) = 35.525 kg/sec BOX_M = BOX * (5kg/u) << >> (8.684u/sec) * (5kg/u) = 43.42 kg/sec BTOTAL= BLQ + BOX << >> 35.525kg/sec + 43.42kg/sec = 78.945 kg/sec (M *Dot = Mass Flow Rate) Determine effective exhaust velocity of rocket motor related to Specific Impulse and Gravity. (NASA Formula) Ve= Isp * g << >> 265sec * 9.81m/sec^2 = 2,599.65 m/s Determine acceleration of rocket (Found this formula on a physics forum, not sure if valid) a = Ve ( BTOTAL / MFULL ) - g << >> 2,599.65 m/s * (78.945kg/sec / 7,500kg) - 9.81m/s^2 = 17.554 m/s^2 Apply classical kinematic physics equation for displacement with acceleration. (Vertical Axis only...) deltaX = 0.5 * a * (Tburn^2) << >> 0.5 * 17.554m/s^2 * (38sec ^ 2) = 12,673.988m So in the end this calculation results in an effective altitude of 12,673.98 meters. If anything, I expect drag (if simulated) among other forces to take away from this value. Instead the opposite occurred, my actual test flight while holding steady to the center of the NavBall resulted in roughly 16,000 meters altitude at 38 seconds into flight (after stage finished burning). Any ideas?
  13. Good evening to you all. Hopefully I have a simple question here. I have built an early tech plane, and, in order to make it long range I added a Terrier rocket engine to it so I could get it off the ground with all the extra fuel it's carrying for the Juno engines that are on it. I set the thrust limiter on the Terrier to 20, just enough to get the plane off the ground, and then I shut it down once I have enough speed to keep the plane in the air. My question is, does the oxidizer burn at the same rate no matter what you have the thrust set at? When I do activate the Terrier in flight it seems that the oxidizer is still burning at the same rate it would if the Terrier was at full power. If it does, is there any way to limit the oxidizer so I can maximize the effectiveness of the Terrier?
  14. Once Galileo probe entered the atmosphere of Jupiter we made a lot of dicoveries and conclusions about Jupiter and all gas giants in solar system. But in ksp we can much more than in real life The idea is - you dive deeply into jool atmosphere as deep you can can and then return . For this task you beter use a plane/glider. Rules :Dont use cheats to prevent overheating nor cheats for infinite fue (just dont use cheats at all !) . Dont use mods except the the mods that add balloons . You need stay at the low altitide for 55 sec. That is your guide Easy: 70 000 m Normal: 40 000 m Hard: 35 000 m .
  15. Hey guys, I am trying to get the atmosphere on Kerbin looking good but I am getting blocky clouds with sharp edges and bugger all atmosphere glow from orbit... I have EnvironmentalVisualEnhancements, Scatterer and TextureReplacer installed. I am wondering if there are settings that can be adjusted for these mods or is it possibly limitations of my Graphics card? I have a GTX 960 with 2GB ram on it (my system has 24gig ram). I am trying to attach a screen shot but I can't see a button anywhere to attach a pic (only a url link) Any help would be greatly appreciated
  16. It seems that the ksp atmosphere(stock) has some visual artifacts with the brightness and contrast. Which makes me curious about: How's it rendered? Is it intended to be physically accurate (in some degree), or just artificially constructed to look good? Also, I've heard that Tylo and Eeloo supposed to have very thin atmosphere, but it is discarded due to the rendering method of ksp being incapable of those rendering. Can I be given a short description of the cause of the incapability?
  17. I know clouds have been brought up a lot on this forum, but I think clouds are only half the story. Weather is often a determining factor in the success or failure of space missions or aircraft flights, be it on Earth, or at the destination. 1. Wind - Wind plays a big factor when taking off or landing with aircraft. High wind speeds and storms also cause hazard for re-entering spacecraft, and for spacecraft wishing to launch. 2. Clouds - Clouds add a layer of uncertainty to approaches, as it is more difficult to judge where your spacecraft will touch down, (especially on a planet like eve where there would be very thick clouds). It'd also add nice aesthetics. 3. Rain - Again, mostly cosmetic, but adding another level of depth to the planets you are visiting. Every day is the same on the moon, but Laythe storms would add a different perspective to the mostly barren moon. 4. Storms - Storms would combine all of the above, not freak hurricanes which destroy ground bases (although poorly built ground bases or top-heavy landers might topple) but still a deterrence from landing. Weather is something which is closely tied to aeronautics and space, and I think I'd be a loss if KSP didn't implement some form of weather system. PS: No mod I've seen has successfully combined all of the above. I've seen Kerbal Wind: And I've seen EVE: But these two do not represent a fully functioning weather system.
  18. How to get atmosphere and tempterature curve values without writing them? Or a generator maybe?
  19. Hi there, I've accepted a contract asking me to enter the atmosphere of Jool. I decided to send a very simple probe in a deadly trip to the Green Planet. (Periapsis 4 km...) I was thinking that "Enter the atmosphere of Jool to achieve this goal" was pretty clear. But my probe exploded a few hundred meters below the surface of Jool, and the contract is still there... https://drive.google.com/folderview?id=0B1cJn_NG58YYSGRSdm1KQXpDSDQ&usp=sharing Do you think I need wings to achieve this contract, or is this just a bug? Thanks for reading
  20. I have a very small pod (about 1 ton) in an elliptical orbit around Kerbin. The Pe is around 68km, the Ap around 330km. I am mostly watching the thing orbit in realtime. When I am not timewarping, both the Ap and the Pe fall. (In 1.0, it used to be true that when the Ap fell, the Pe would rise, and vise versa.) The funny thing is that it's acting like a drag that's decreasing with altitude. Like the 70km atmosphere cutoff no longer applies. Is anyone else seeing something like this?
  21. Is there any add-on which shows the trajectory of the ship and where will it land after experiencing drag in the atmosphere? Whenever I try to land at KSC or any other piece of flat land, I find it difficult to land on the exact position I had chosen, due to decay of the orbit. So, is there any mod which shows me where I will exactly land after experiencing drag in the atmosphere? Thank you.
  22. Hellooow everyone ! Today I come up with a weird question : Okay, so I wish to start exploring other planets in the game now, but I like to do things properly and well, because the most amazing part of the gameto me is when excrements works and you succeed in actually going somewhere. My first target will obviously be Duna and I have this program idea, that's kind of inspired by the Mars Semi-direct Mission, with a hab module, a Duna Ascent Vehicle and a Kerbin Return Vehicle. Now I know Duna has a different atmosphere and gravity pull than Kerbin... So how do I test properly my crafts ? How am I going to know if they'll actually work waaaay over there ? That's the kind of mission I don't want to have to restart from the beginning if something doesn't work.. I mean, I enjoy problems that are interesting and spectacular, like when everything goes south or when you forgot a step and the result is just too funny to be reverted etc... Not the annoying stuff that makes you start again 60 times and takes you 7hours to get right. So yeah, thanks in advance for all the help and have a nice Odyssey
  23. As the title says: we have listed values for vacuum and ASL thrust, but how is the Isp/thrust interpolated from there (or extrapolated for higher atmospheric pressures)?
  24. So, I am making a planet pack with Kopernicus for KSP. And I have a problem. I want to create a brown dwarf, using Jool as template. I want to create an atmosphere for it (so you can't land on it), but I don't understand those complicated numbers: key = 137500 100.8216733 -2.71949803636364E-03 -2.71949803636364E-03 key = 151250 68.1071 -2.13953963636364E-03 -2.13953963636364E-03 key = 165000 41.98433333 -1.65774109090909E-03 -1.65774109090909E-03 key = 178750 22.51922 -1.00126501090909E-03 -1.00126501090909E-03 key = 192500 14.44954667 -4.06759432727273E-04 -4.06759432727273E-04 key = 206250 11.33333333 -2.27824727272727E-04 -2.27824727272727E-04 key = 220000 8.184366667 -2.25669374545455E-04 -2.25669374545455E-04 key = 233750 5.127426667 -2.06283192727273E-04 -2.06283192727273E-04 key = 247500 2.51158 -1.61502101818182E-04 -1.61502101818182E-04 key = 261250 0.68612 -9.13301818181818E-05 -9.13301818181818E-05 key = 275000 0 -4.98996363636364E-05 -4.98996363636364E-05 (They're about atmosphere pressure and temperature curve) Is there a program or site to make these, or is there a simpler way?
  25. Re-entry is tough, especially when it's at high speed with a very large craft. This is a challenge to see how large and fast of a spacecraft you can successfully navigate through the terrors of atmospheric re-entry to a successful landing! It's also a challenge designed to encourage big spectacular explosions and cool orange glows. The total kinetic energy of a moving object is proportional to m * v^2. Your score in this challenge is your peak re-entry speed in km/sec, squared, times the mass of your craft in tons (or biggest single piece of your craft) after it comes to a stop on the ground. That's it. The Fine Print: 1. Passive braking systems only. No engines after you enter the atmosphere. Heat shields, air brakes, parachutes, winged gliders, and lithobraking are all OK. Using engines (or Hyperedit, or any other technique) to accelerate your craft up to speed in space is also just fine, but everything gets switched off before hitting the atmosphere. 2. Stock parts only. We will have separate divisions for stock physics and FAR. 3. Any (stock) planetary body with atmosphere and a landable surface is fine. 4. Pics or it doesn't count. Failure pics are also encouraged if they are spectacular or entertaining. 5. KSP version 1.0.5. 6. Multi-orbit aerobraking doesn't count if it uses engines between atmospheric passes. Or put differently, your score is measured from the highest speed after you've shut down your engines for the final time. Standings: Stock: 1. Foxster: 1042.4 (50.953 tons, 4.523 km/sec) 2. 3. FAR: 1. Yakky: 223.715. (22.194 tons, 3.1749 km/sec) 2. 3. My sample entry (and the inspiration for this challenge): I landed a pretty heavy lander on Eve the other day. Peak re-entry speed was 3.1749 km/sec (might have been higher but that is what I captured in a screen grab), and mass after landing was 22.194 tons. Total score = [mass] * [speed] * [speed] = 223.715. Re-entry screenshot: After landing: