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[1.12.X] Tantares - Stockalike Soyuz and MIR [26.0][18.12.2023][Soyuz Revamp Again]


Beale

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Since the 1.05 update, all of the tantares pack pods explode on re-entry (including a couple of the parachute parts), and sink in water/eveocean.

Playing with the configs this morning, going to see if I can find the sweet-spot for thermals and buoyancy (which is a new attribute in the squad pod cfgs) and will post my findings.

Once I have this figured out, the SSP and NASA career mods will have an updated release (hopefully today)

Update 1 -

Adding the following two lines to a pods config allows it to float (a bit high in the water, but it's a good "failsafe" until balanced values can be found)

buoyancyUseSine = False
buoyancy = 5

Update 2 -

Using the following, the Vostok capsule now survives re-entry (I had to make some similar max temp adjustements to the parachute) but doesn't slow down enough to deploy it's parachute before cratering on the ground - impacts at about 300m/s, with shallow and steep re-entry angles.

 @thermalMassModifier = 1.0
@MaxTemp = 4400
skinMaxTemp = 4400
skinInternalConductionMult = 0.625
heatConductivity = 0.1
breakingForce = 400
breakingTorque = 200
@maximum_drag = 0.40
@minimum_drag = 0.35
buoyancyUseSine = False
buoyancy = 5

Update 3 -

With the above modifications to the vostok pod, and the following to the vostok return chute:

  @maxTemp        = 5000
skinMaxTemp = 5000
skinInternalConductionMult = 0.625
heatConductivity = 0.1 // 5/6ths default
@MODULE[ModuleParachute]
{
@chuteMaxTemp = 2500
@semiDeployedDrag = 4
@deployAltitude = 1500
}

The capsule is able to survive re-entry (BARELY! It still exploded on 1 out of 5 re-entry attempts), I've got about a 50/50 ratio of being able to slow down enough before impact to deploy the chute (now that the chute part no longer explodes in the upper atmosphere before deploying).

I don't know enough about the finer points of KSP's physics engine to know what else to tweak to try and get the vostok to slow down more. I've increased, and decreased, the weight - no obvious difference. Tried giving the capsule some lift towards it's top-end , broke things badly. Anyone have any thoughts?

Edited by tjsnh
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Since the 1.05 update, all of the tantares pack pods explode on re-entry (including a couple of the parachute parts), and sink in water/eveocean.

Playing with the configs this morning, going to see if I can find the sweet-spot for thermals and buoyancy (which is a new attribute in the squad pod cfgs) and will post my findings.

Once I have this figured out, the SSP and NASA career mods will have an updated release (hopefully today)

Update 1 -

Adding the following two lines to a pods config allows it to float (a bit high in the water, but it's a good "failsafe" until balanced values can be found)

buoyancyUseSine = False
buoyancy = 5

Update 2 -

Using the following, the Vostok capsule now survives re-entry (I had to make some similar max temp adjustements to the parachute) but doesn't slow down enough to deploy it's parachute before cratering on the ground - impacts at about 300m/s, with shallow and steep re-entry angles.

 @thermalMassModifier = 1.0
@MaxTemp = 4400
skinMaxTemp = 4400
skinInternalConductionMult = 0.625
heatConductivity = 0.1
breakingForce = 400
breakingTorque = 200
@maximum_drag = 0.40
@minimum_drag = 0.35
buoyancyUseSine = False
buoyancy = 5

Update 3 -

With the above modifications to the vostok pod, and the following to the vostok return chute:

  @maxTemp        = 5000
skinMaxTemp = 5000
skinInternalConductionMult = 0.625
heatConductivity = 0.1 // 5/6ths default
@MODULE[ModuleParachute]
{
@chuteMaxTemp = 2500
@semiDeployedDrag = 4
@deployAltitude = 1500
}

The capsule is able to survive re-entry (BARELY! It still exploded on 1 out of 5 re-entry attempts), I've got about a 50/50 ratio of being able to slow down enough before impact to deploy the chute (now that the chute part no longer explodes in the upper atmosphere before deploying).

I don't know enough about the finer points of KSP's physics engine to know what else to tweak to try and get the vostok to slow down more. I've increased, and decreased, the weight - no obvious difference. Tried giving the capsule some lift towards it's top-end , broke things badly. Anyone have any thoughts?

Thank you for these!

I am playing around as I can.

Problem remains cannot slow down the Soyuz capsule sufficiently for a parachute landing.

Small progress elsewhere, shrouds are now toggle-able, so Fuji heat-shield can have a fairing :)

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With the soyuz, I use the heatshield-decoupler rather than a regular decoupler - it's a small difference, but with a shallow re-entry angle it's been working out mostly ok.

It's primarily the vostok, and VA, which don't fit a heatshield that are causing difficulty.

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With the soyuz, I use the heatshield-decoupler rather than a regular decoupler - it's a small difference, but with a shallow re-entry angle it's been working out mostly ok.

It's primarily the vostok, and VA, which don't fit a heatshield that are causing difficulty.

Oh dear, I hope the update hasn't made integrated heat-shields problematic...

The Soyuz capsule is to heavy and overloaded with an Ablator = 600. Set 200 for a more "normal" 1.25 part and the capsule will slow down fast enough.

I'll try it :)

Intuitively it seems strange that would cause the problem.

chap1_pisa.gif

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Does ablator have weight the same way fuel does?

If it maintains the same shape, shouldn't make a difference with the weight, no?

Hitting the surface at 400m/s is getting old fast!

Edited by Beale
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Where i can download craft files?

I'm looking for Vostok,Woskihod and Soyuz, with launchers of course, or how to make them myself

Check the first page :)

Yes but you make the player carry all that extra weight to orbit :3

True!

I think the problems have been solved... at least after a few tests, many thanks to tjsnh & hraban!

3e025cb818.jpg

New config for anyone that would like to try it out early.


PART
{

name = Tantares_Crew_A
module = Part
author = Tantares

MODEL
{
model = Tantares/Parts/SOYUZ/Soyuz_Crew_A
}
scale = 1.0
rescaleFactor = 1.0

node_stack_bottom = 0.0, -0.491875, 0.0, 0.0, -1.0, 0.0, 1
node_stack_top = 0.0, 0.491875, 0.0, 0.0, 1.0, 0.0, 0
bulkheadProfiles = size1, size0

CoPOffset = 0.0, 0.5, 0.0
CoLOffset = 0.0, -0.35, 0.0
CenterOfBuoyancy = 0.0, 0.5, 0.0
CenterOfDisplacement = 0.0, -0.3, 0.0
buoyancy = 1.5
buoyancyUseSine = False

TechRequired = flightControl
entryCost = 3500
cost = 1000

category = Pods
subcategory = 0
title = T491A "Khleb" Crew Module
manufacturer = Tantares Space Technologies
description = This capsule will, in a pinch, hold two Kerbals in relative (to the vacuum of space) comfort.

attachRules = 1,0,1,1,0

mass = 0.85

dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 20

maxTemp = 3400
skinMaxTemp = 3400
heatConductivity = 0.1

thermalMassModifier = 1.0
heatConductivity = 0.1


vesselType = Ship

CrewCapacity = 2

INTERNAL
{
name = Tantares_Crew_A_Interior_Basic
}

MODULE
{
name = ModuleCommand
minimumCrew = 1
}

MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 3
YawTorque = 3
RollTorque = 3

RESOURCE
{
name = ElectricCharge
rate = 0.20
}
}

MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}

MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 2.0
}

RESOURCE
{
name = ElectricCharge
amount = 100
maxAmount = 100
}

RESOURCE
{
name = MonoPropellant
amount = 30
maxAmount = 30
}

MODULE
{
name = ModuleAnimateGeneric
animationName = Tantares_Crew_A_Light
actionGUIName = Toggle Lights
startEventGUIName = Lights On
endEventGUIName = Lights Off
}

MODULE
{
name = ModuleAblator
ablativeResource = Ablator
lossExp = -7500
lossConst = 0.1
pyrolysisLossFactor = 6000
reentryConductivity = 0.01
ablationTempThresh = 500
}

RESOURCE
{
name = Ablator
amount = 200
maxAmount = 200
}

MODULE
{
name = FlagDecal
textureQuadName = FlagTexture
}

}

The Soyuz also has a new vacuum-orientated engine effect (The engine only produces any meaningful thrust in a vacuum anyway!)

90a80c3941.jpg

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Check the first page :)

True!

I think the problems have been solved... at least after a few tests, many thanks to tjsnh & hraban!

http://puu.sh/lmtie/3e025cb818.jpg

New config for anyone that would like to try it out early.


PART
{

name = Tantares_Crew_A
module = Part
author = Tantares

MODEL
{
model = Tantares/Parts/SOYUZ/Soyuz_Crew_A
}
scale = 1.0
rescaleFactor = 1.0

node_stack_bottom = 0.0, -0.491875, 0.0, 0.0, -1.0, 0.0, 1
node_stack_top = 0.0, 0.491875, 0.0, 0.0, 1.0, 0.0, 0
bulkheadProfiles = size1, size0

CoPOffset = 0.0, 0.5, 0.0
CoLOffset = 0.0, -0.35, 0.0
CenterOfBuoyancy = 0.0, 0.5, 0.0
CenterOfDisplacement = 0.0, -0.3, 0.0
buoyancy = 1.5
buoyancyUseSine = False

TechRequired = flightControl
entryCost = 3500
cost = 1000

category = Pods
subcategory = 0
title = T491A "Khleb" Crew Module
manufacturer = Tantares Space Technologies
description = This capsule will, in a pinch, hold two Kerbals in relative (to the vacuum of space) comfort.

attachRules = 1,0,1,1,0

mass = 0.85

dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 20

maxTemp = 3400
skinMaxTemp = 3400
heatConductivity = 0.1

thermalMassModifier = 1.0
heatConductivity = 0.1


vesselType = Ship

CrewCapacity = 2

INTERNAL
{
name = Tantares_Crew_A_Interior_Basic
}

MODULE
{
name = ModuleCommand
minimumCrew = 1
}

MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 3
YawTorque = 3
RollTorque = 3

RESOURCE
{
name = ElectricCharge
rate = 0.20
}
}

MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}

MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 2.0
}

RESOURCE
{
name = ElectricCharge
amount = 100
maxAmount = 100
}

RESOURCE
{
name = MonoPropellant
amount = 30
maxAmount = 30
}

MODULE
{
name = ModuleAnimateGeneric
animationName = Tantares_Crew_A_Light
actionGUIName = Toggle Lights
startEventGUIName = Lights On
endEventGUIName = Lights Off
}

MODULE
{
name = ModuleAblator
ablativeResource = Ablator
lossExp = -7500
lossConst = 0.1
pyrolysisLossFactor = 6000
reentryConductivity = 0.01
ablationTempThresh = 500
}

RESOURCE
{
name = Ablator
amount = 200
maxAmount = 200
}

MODULE
{
name = FlagDecal
textureQuadName = FlagTexture
}

}

The Soyuz also has a new vacuum-orientated engine effect (The engine only produces any meaningful thrust in a vacuum anyway!)

http://puu.sh/lmtfP/90a80c3941.jpg

Beale: you put a double "heatConductivity = 0.1" string in there...

... and also, I think you could keep at an high value just the "skinMaxTemp" (the external one). "MaxTemp" is now related to "internal values" (like for ISRU, that works inside "hotter" than the outside capability to sustain heat damage)

My only issue is if the Soyuz capsule can sustayn a Kerbin-Mun reentry.

To avoid the unneded mass for LKO, you could add this:


RESOURCE
{
name = Ablator
amount = 200
maxAmount = 600
}

It gives a double function: a low mass (by default) for LKO orbit, and a safe margin to be added manually, for Kerbin to Mun-Minmus orbit mission.

Also, from my (previously done with tjsnh config) to the Vostok capsule, leads to this two config for capsule and parachute.

(Very issue was the capsule lacking in drag, to slow down enough... the added drag helps a lot and now it's plenty safely):

PART
{

name = Vostok_Crew_A
module = Part
author = Tantares

MODEL
{
model = Tantares/Parts/VOSTOK/Vostok_Crew_A
}
scale = 1
rescaleFactor = 1

node_stack_bottom = 0.0, -0.541875, 0.0, 0.0, -1.0, 0.0, 1
node_stack_top = 0.0, 0.541875, 0.0, 0.0, 1.0, 0.0, 1
bulkheadProfiles = size1

TechRequired = start
entryCost = 0
cost = 525

category = Pods
subcategory = 0
title = A541A Ballistic Capsule
manufacturer = Alnair Design Bureau
description = Tested rigourously with 4-legged creatures, this capsule is now surely ready for 2-legged creatures.

attachRules = 1,0,1,1,0

mass = 0.7

dragModelType = default
maximum_drag = 0.4
minimum_drag = 0.35
angularDrag = 2
crashTolerance = 25

MaxTemp = 1200
skinMaxTemp = 4400


thermalMassModifier = 1
heatConductivity = 0.1

bulkheadProfiles = size1, size0
CoPOffset = 0.0, 0.5, 0.0
CoLOffset = 0.0, -0.35, 0.0
CenterOfBuoyancy = 0.0, 0.5, 0.0
CenterOfDisplacement = 0.0, -0.3, 0.0
buoyancy = 1.5
buoyancyUseSine = False

vesselType = Ship

CrewCapacity = 1

MODULE
{
name = ModuleCommand
minimumCrew = 1
}

RESOURCE
{
name = ElectricCharge
amount = 125
maxAmount = 125
}

MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 2
YawTorque = 2
RollTorque = 2

RESOURCE
{
name = ElectricCharge
rate = 0.1
}
}

MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}

MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 2.0
}

RESOURCE
{
name = MonoPropellant
amount = 30
maxAmount = 30
}

MODULE
{
name = ModuleAnimateGeneric
animationName = Almach_Crew_A_Light
actionGUIName = Toggle Lights
startEventGUIName = Lights On
endEventGUIName = Lights Off
}

MODULE
{
name = ModuleAblator
ablativeResource = Ablator
lossExp = -7500
lossConst = 0.1
pyrolysisLossFactor = 6000
reentryConductivity = 0.01
ablationTempThresh = 500
}
RESOURCE
{
name = Ablator
amount = 200
maxAmount = 200
}

}

... my last test was with 300 ablator, using 141, with Mechjeb landing automated trajectory (to have a consistent profile every test) from an 120km circular orbit... I feel safe to low it at 200...

Added buoyancy: it is stable, bottom down, a little less than half submerged, with enough room to a kerbal to go EVA in the water and board it back.

Then the Vostok parachute:


PART
{

name = Almach_Parachute_A
module = Part
author = Tantares

MODEL
{
model = Tantares/Parts/VOSTOK/Vostok_Parachute_A
}
scale = 1
rescaleFactor = 1

node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0
node_stack_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0

bulkheadProfiles = size0, srf


sound_parachute_open = activate
sound_parachute_single = deploy

TechRequired = start
entryCost = 0
cost = 420

category = Utility
subcategory = 0
title = A070A Return Chute
manufacturer = Alnair Design Bureau
description = In the event of an emergency, the handle can be used to manually release the parachute. Or at least that's what we think it does, nobody has every actually tried it.
attachRules = 1,0,1,1,0

mass = 0.07

dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 10
maxTemp = 2500
fuelCrossFeed = False

bodyLiftMultiplier = 0

stageOffset = -1

MODULE
{
name = ModuleParachute
semiDeployedAnimation = Almach_Parachute_A_Semi
fullyDeployedAnimation = Almach_Parachute_A_Full
invertCanopy = false
autoCutSpeed = 0.5
capName = Cap
canopyName = Almach_Parachute_A_Canopy
stowedDrag = 0.22
semiDeployedDrag = 1
fullyDeployedDrag = 500
minAirPressureToOpen = 0.04
clampMinAirPressure = 0.04
deployAltitude = 1000
deploymentSpeed = 0.12
semiDeploymentSpeed = 0.5
chuteMaxTemp = 650
}

MODULE
{
name = ModuleDragModifier
dragCubeName = SEMIDEPLOYED
dragModifier = 0.67
}
MODULE
{
name = ModuleDragModifier
dragCubeName = DEPLOYED
dragModifier = 25
}

}

... I just conformed it to Squad values from stock parachutes.

It allow the Almach-Vostok pod to land safely at 8m/s

Edited by Araym
--- forgot to add vesselType = Ship to Vostok capsule... edited :P
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That new config works significantly better.

Any hope to salvage the vostok pod?

Beale: you put a double "heatConductivity = 0.1" string in there...

... and also, I think you could keep at an high value just the "skinMaxTemp" (the external one). "MaxTemp" is now related to "internal values" (like for ISRU, that works inside "hotter" than the outside capability to sustain heat damage)

also, from my (previously done with tjsnh config) to the Vostok capsule, leads to this two config for capsule and parachute.

(Very issue was the capsule lacking in drag, to slow down enough... the added drag helps a lot and now it's plenty safely):

... I just conformed it to Squad values from stock parachutes.

It allow the Almach-Vostok pod to land safely at 8m/s

Great many thanks! I will try this out too.

Also made modifications to the Gemini and VA capsules to re-enter successfully.

are Launch Vehicles compatible with 1.0.5 or is there updated coming up for them?

The launch vehicles should still be fine, more or less :)

I think 1.0.5 introduced some aerodynamic bugs with fairings (?) but, that's out of my hands.

I was looking to launch vehicle too:

Engines are lacking on some thermal definition too. Not game breaking (like pod's issue), but be aware that they tend to be hotter than stock...

Oh, this has been mentioned before! (but, the needed changes got lost).

What needs changing?

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Oh, this has been mentioned before! (but, the needed changes got lost).

What needs changing?

For liquid fuel/oxidizer and monoprop engines:


heatConductivity = 0.06 // half default
skinInternalConductionMult = 4.0
emissiveConstant = 0.8 // engine nozzles are good at radiating.

and (not very game breaking) just inside the engine module:


MODULE
{
name = ModuleEnginesFX

.... // omitted lines for FXs//

// Possible EngineType values:
// Generic, SolidBooster, LiquidFuel, Piston, Turbine, ScramJet, Electric, Nuclear, MonoProp
EngineType = LiquidFuel

PROPELLANT

//....... Omitted fuels values, ISP curves etc etc//


}

and, obviously, for monoprop engine, the line changed to:


EngineType = MonoProp

For Solids (from sepatrons to boosters/LES):


heatConductivity = 0.06 // 1/2 default
skinInternalConductionMult = 4.0
emissiveConstant = 0.5

... and then the appropriated solid engine type

... Ions/xenon pure electric engines seems to not have any thermal value (they lack in heat production), but just the electric engine type...

... Hybrid Liquid fuel/electric (like some of your Castor ones) should be considered like "liquid fueled" if producing heat, or like electric if not (it depends on your engine config)

For nuclear Engines



heatConductivity = 0.06 // half default
skinInternalConductionMult = 4.0
emissiveConstant = 0.85 // engine nozzles are good at radiating, NTRs even better
radiatorMax = 0.35 //Default = 0.25 but nuke engines are meant to run hot

... and again then the appropriate "EngineType" (probably to let KSP to know the different thermal production profile)

(For references, just take a look on Squad engines cfg: they are totally the same, despite from Thrust or ISP, for each category of engine types. You have just to copy the missing lines to your cfg)

Edited by Araym
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PART
{

name = Tantares_Crew_A
module = Part
author = Tantares

MODEL
{
model = Tantares/Parts/SOYUZ/Soyuz_Crew_A
}
scale = 1.0
rescaleFactor = 1.0

node_stack_bottom = 0.0, -0.491875, 0.0, 0.0, -1.0, 0.0, 1
node_stack_top = 0.0, 0.491875, 0.0, 0.0, 1.0, 0.0, 0
bulkheadProfiles = size1, size0

CoPOffset = 0.0, 0.5, 0.0
CoLOffset = 0.0, -0.35, 0.0
CenterOfBuoyancy = 0.0, 0.5, 0.0
CenterOfDisplacement = 0.0, -0.3, 0.0
buoyancy = 1.5
buoyancyUseSine = False

TechRequired = flightControl
entryCost = 3500
cost = 1000

category = Pods
subcategory = 0
title = T491A "Khleb" Crew Module
manufacturer = Tantares Space Technologies
description = This capsule will, in a pinch, hold two Kerbals in relative (to the vacuum of space) comfort.

attachRules = 1,0,1,1,0

mass = 0.85

dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 20

maxTemp = 3400
skinMaxTemp = 3400
heatConductivity = 0.1

thermalMassModifier = 1.0
heatConductivity = 0.1


vesselType = Ship

CrewCapacity = 2

INTERNAL
{
name = Tantares_Crew_A_Interior_Basic
}

MODULE
{
name = ModuleCommand
minimumCrew = 1
}

MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 3
YawTorque = 3
RollTorque = 3

RESOURCE
{
name = ElectricCharge
rate = 0.20
}
}

MODULE
{
name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report

useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True

xmitDataScalar = 1.0
}

MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 2.0
}

RESOURCE
{
name = ElectricCharge
amount = 100
maxAmount = 100
}

RESOURCE
{
name = MonoPropellant
amount = 30
maxAmount = 30
}

MODULE
{
name = ModuleAnimateGeneric
animationName = Tantares_Crew_A_Light
actionGUIName = Toggle Lights
startEventGUIName = Lights On
endEventGUIName = Lights Off
}

MODULE
{
name = ModuleAblator
ablativeResource = Ablator
lossExp = -7500
lossConst = 0.1
pyrolysisLossFactor = 6000
reentryConductivity = 0.01
ablationTempThresh = 500
}

RESOURCE
{
name = Ablator
amount = 200
maxAmount = 200
}

MODULE
{
name = FlagDecal
textureQuadName = FlagTexture
}

}

Soyuz tested with the exactly cfg, with just "maxTemp = 1200" changed (like I said, it's the "internal part temperature"... the external one now is "skinMaxTemp", left at 3400)

From a Mechjeb driven reentry, 120km circular orbit, to VAB, hit internal temp 370° and external 1700°... probably 3400 for the skin temp is "overkill" (but you could leave it looking for mun-minmus orbit reentry :P)

I'm gonna just now shoot a capsule to a free-return trajectory to the mun...

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Soyuz capsule tested, as I said, to a fast Mun-fly by, with "maxTemp = 1200", "skinMaxTemp = 3400" (and a "safety" of Ablator still set to 600):

plotted a direct reentry from Mun-orbit AP altitude, with a PE at 28Km altititude inside Kerbin atmosphere.

Decoupled propulsion stage just when I hit the atmosphere (to let all the ride in the air only with the soyuz capsule), with a surface velocity more than 3100 m/s:

reach less than 300° on internal temperature on max peak, 1800/1900° on external temp, spent less than 70/80 ablator points (on 600).

Definitely safe on all projected scenarios, probably even from Minmus orbit with 200 ablator point in a LK -like configuration :D

Now I'm playing to tweak on my own the other pods (I got the hang of it, because I have some other old mods upgraded for myself, to use them in my Comics... and I NEED the Tantares one the most :P)

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