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1.0 Re-Entry - Help!

Question

Been playing a new 1.0 career since launch and run into a bit of a problem, namely trying to re-enter the atmosphere after a steep sub-orbital flight.

I was trying for the orbit Kerbin contract but came up with another mission of my own, namely getting plucky Val into high orbit and grabbing goo/bay/report science points to advance up the tech-tree. The craft is a mk1 command pod with one inline and two radial parachutes, an equipment bay with two goo cannisters, two science juniors and a heat shield.

That was fine but when I come into the atmosphere of Kerbin the craft, which is lined up with the trajectory, flips end over so the command pod is facing forward into the oncoming air. This then promptly explodes due to overheating. I've tried it with SAS off and on. The only difference is that the flip happens sooner with it turned off. It's not a question of electric charge either as I have had at least 10 units.

I do have the heating effect at 100% for a bit of a challenge but after several quick save reverts I am at a bit of a loss how to proceed.

Am I entering the atmosphere too steeply in the new atmospheric model? Is the SAS of the mk1 pod just not strong enough to overcome the turbulence of re-entry?

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Well belive me or not i landed safely after returning from Mun without heatshield (heating stock 100%). Only Mk1 pod and mk16 para. Service bay/material bay i would happily leave in orbit anytime. Gagarin almost died becouse his service module didnt separated completely. Unlock EVA and colect sience before reentry.

edit: Deployed para at 900 asl speed < mach1. Old habits from FAR/DRE :)

Edited by Cebi

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I played with both capsules yesterday. The 3-man capsule does not have this problem. The 1-man capsule seems to have its center of mass in the wrong place, and will tumble out of control without user input. Using just the chute, capsule and heat shield, SAS was enough to hold its orientation. The 3 man capsule flew as always without needing any SAS.

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i found that deploying the chute at 50km automatically stops the pod to 400m/s with ~20g peak. I believe it's kinda bug/exploit since the deployed chute does not burn

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As far as big, bulky science modules are concerned, remember that you can EVA a kerbal and have them retrieve the science from the modules and stash it in the command pod. This frees you from having to recover anything else.

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If you really need to recover this kind of heavy payload, maybe splitting it in multiple reentry vehicle would work ? Or if you build long ships put as much drag at its top so that it stabilizes the craft during reentry - use airbrakes so that they don't offset your balance on takeoff.

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