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Found 16 results

  1. Hey Guys, So, my kind of favourite Orbiter right now is the space shuttle. After I found some good ones in the internet that fly reasonably well to orbit, I have problems reentering Kerbin. So I have a few questions. I'm reentering Kerbin at about 2500-3000 Km/h. Where should I do a manuever node to safely land at the "Main Base", you know, the rollway. I'm always missing the rollway for about a few hundred kilometers every time (or I crash). Is there a kOs Script you guys have that'll do something like that? Because I believe the whole landing thing is complicated.
  2. Do you use a "standard" re-entry profile for Kerbin? What are its parameters? Explain its rationale, if you like. How, and under what circumstances, do you vary it? When/where/how much do you fire the initial de-orbit burn? What are the steps in your procedure after that? If you like, explain what you've tried and how your approach has thereby evolved over time. Do you design your craft with any particular characteristics in order to best use a particular profile? I have found that the way I return craft to the KSC has indeed evolved over time. What have you found that suits you best? By all means, add screenshots of craft if you think it will help the discussion! I think it would be interesting to compare notes on various approaches. (I doubt there is any one "right" way, so this topic is more for simple comparison and mutual edification, rather than to be the subject of any strong argument!) Please do tell!
  3. What is the best way to bring a jet aircraft into Laythe's atmosphere safely? Should I dump as much velocity with rockets as possible before insertion, or dump just enough so my perigee is just above the ocean's surface? I've done the latter once before and it almost ended with a flat spin stall and crash; I managed to land safely some how.
  4. A few times after a long and/or harrowing re-entry, I've EVAed Kerbals that appear to have taken permanent damage (permanent in the context of the mission they are on) while they were inside the ship. There is a bar, like the thermal warning bar, only this one isn't going away when the heat goes away. This is thermal damage, correct? I've seen the same thing when I once EVAed a kerbonaut in the upper atmoshpere only to quickly get him back in when the heat bar appeared and rose alarmingly quickly. That one might have disappeared after he got back in the ship; I don't know. Can kerbonauts die of this damage even if the ship is okay? I have a picture, but I don't want to create an imgur album for this sole purpose, unless you guys insist on seeing evidence.
  5. Hello KSP fans! I have recently installed a full RSS, RO, RP-0 version of KSP (just like scott manleys instruction video) since I really admire the realism of it and the challenges it brings. I am now working on the first sattelite to safely re-enter from orbit, but of course it explodes in style during reentry. The thing is I don't know why and it might actually be a bug, or I am just missing something. I hope you guys can help me! the problem: For reentry I aim the periapsis at about 65-70 km height, I have a probe body (able avionics package) and some science experiments all with a heatshield attached and a parachute. Even though everything is definitely behind the heatshield during reentry, first the two antennas kind off on the side of the shield start to heat up and eventually explode. Weird, but I don't care about that. Later however, when the G forces really start to pile up, my probebody starts to heat up! It will then eventually explode and since it is a structural part of the vessel that means game over. I don't understand since the body is not directly behind the heatshield, it is in the middle and it is one size smaller than the shield. I have tried this with multiple reentry trajectories but it always happens. I hope you guys can help me! Here is a screenshot of the situation just before explosion, notice that all other parts (including wider ones) are fine: Bloody image does not want to insert, it's here: https://imgur.com/a/ftCQd
  6. It is possible to survive re-entry on every body with an atmosphere (with an apoapsis of the lowest possible orbit in the f12 menu and without physics warp) (except eve) with just a mk1 command pod and a mk16 parachute. Jool is tricky but possible (I did it with a periapsis of 170k.) On kerbin you can go from the edge of Kerbins SOI and survive re-entry. Also, if you use physics warp a part will cool for some reason. The heating needs to be increased to (In my opinion) the point that a heatsheild is needed for LKO re-entries.
  7. My spaceplane somehow has more drag acting on the nose during re-entry than on the delta wing and tail, causing it to be unstable and flip to retrograde no matter what I do. Why is the drag so mismatched? The center of lift is well behind the center of mass.
  8. I was wondering if anybody can offer insight on aerodynamics configs on Capsule + Parachute + Heatshield combinations? I am having a lot of issue getting a capsule to orient correctly. The three parts. The re-entry vehicle is a parachute, capsule and heatshield. Without any config offsets: Capsule enters window forward, surfing on the heatshield and cooking the crew. With config offets: It is a bit more well-behaved, but there are weird lifts in directions during re-entry (you can see also the capsule is tilting for some reason). The configs: Parachute Capsule Heatshield
  9. I was playing ksp coming from minmus, but on re-entry, something wired happened. It refused to simulate drag. The spacecraft was at 900 m/s and accelerating at 2 km. Therefore, I couldn't deploy the parachutes.. Anybody else have this problem?
  10. If anyone wants, I will post pictures. So whenever Ibuild a shuttle, I try to make it fly easily and not look nice. I add canards so I don't stall during re-entry. Now I have tried making shuttle replicas that are close to the real thing. But all of those just stall during or after reentry. I don't want to add canards to it because that looks terrible and isn't what the real one had. What I am saying is, are there any other ways to stop reentry without adding canards? Thanks in advance. Fire
  11. Normally I'm mostly a straight rockets person but have recently taken an interest in spaceplanes. Re-entry is a balance between spending enough time in flight to slow down and not crash but getting down quick enough not to overheat. With long thin rockets with heat shields, a shallow entry from LKO seems to work, but with planes this seems a recipe for firey death. If I have s space plane, say a Mk2 based SSTO, how should I attempt re-entry? What's a good height for PE after a de-orbit burn? Should I fly with a nose up attitude for maximum drag or a more straight on approach to get down to the high drag/high lift thicker atmosphere quicker to minimize time spent getting hot? Do radiator panels make a difference to survivability? Help greatly received
  12. So I just completed my biggest mission yet in career mode. I have a science lab connected to a mk1-2 command pod on the top, with a service bay containing all my science, and a heat shield on the bottom. I was dumb and I did not test the re-entry on it before the mission. I quick saved before re-entry, figuring if it blows up I could try it again until I get it right. The big mistake was not putting a reaction wheel or RCS on it as I was trying to reduce weight, once it gets to around 22-23km it loses control flips around and explodes. Any advice for getting this thing back down safely?
  13. This is a tale of two aircraft. The kerballed version has a flimsy mark 1 cockpit and crew cabin. Both have FAT455 airliner wings, which as you know are made of white chocolate. The kerballed version weighs 30 tons and has a lift rating of 25. This unmanned probe launcher has 10 tons less weight and the lift rating is just 2 less. I have taken screenshots during 2 different launches in the kerballed version, capturing altitude and mach numbers and the verified non exploded status of the airplane. Some data points Alt 24km Mach 4.33 Alt 25km Mach 4.52 Alt 27km Mach 4.65 Alt 30km Mach 4.82 Alt 32km Mach 5.18 Alt 36km Mach 5.71 Alt 40km Mach 5.97 Alt 43km Mach 6.28 Alt 47km Mach 6.67 The second ship, by comparison, is an absolute nightmare. I could not exceed 3.75 mach on the Rapier airbreathing without blowing up. Heat levels remained horrendous even when closed cycle. There was some weird effect where allowing the angle of attack to decrease below a critical value (18 degrees) would make kerbal engineer's critical thermal percentage increase 30% in less than 3 seconds. If i was fast enough to the S key, they'd instantly drop as soon as i nosed up , but obviously there were occasions (10 in fact) where I was not and found myself starting over. The critical part was always the wings, it must have been related to skin temperature because everything changed so quick, and obviously at 43km altitude, raising the nose from 16 to 18 degrees does not produce much of a change in speed or altitude within the space of 2 seconds. I was forced to fly a very inefficient profile with a hugely draggy AoA, massive cosine losses and could not exceed mach 5 till over 50km. Why is one set of wings so much more durable than the other? Are they being shielded by the manned aircraft's longer nose or its forward strakes? I had no idea the thermal model was that sophisticated !
  14. This might be a stupid idea, but... Consider a basic hydrolox strap-on booster. At the end of its burn, it will still have some residual hydrogen in its tanks. If the booster had three really large cylindrical balloons collapsed and packed along its outer skin, could it use that residual hydrogen to rapidly inflate them, both stabilizing the booster and allowing it to float? A high-altitude drone could be used to recover and tow it to the launch facility, where it could land softly using the balloons as airbags.
  15. 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
  16. 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:
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