astocky
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http://wiki.kerbalspaceprogram.com/wiki/Parts This wiki page has all the information on the equations used. To specifically answer your question though the SAS has a limit torque that it can apply to the ship, and using a simple control algorithm it applies that maximum specified torque to counter whatever rotation it is trying to correct. Once it over-corrects the control algorithm applies a reduced torque in the opposite direction and continues to do so until the value is zero (actually very small). Advanced SAS works differently as it uses RCS and control surfaces to control the force applied. It uses a similar control algorithm, but that is why you get lots of control surface wobble and RCS use. The system does not have fine enough control over movement and does not get to the small value to stop. Especially with complex shapes that can bend or flex. http://en.wikipedia.org/wiki/Control_loop This wikipedia page has some really good information on control loops. It should be noted that C7 is implementing a PID controller for 0.21 - which should be a game changer.
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Pretty much best as I can tell.. which is bad because I love them both too much to uninstall either of themSeems to work just fine for me (with the 1.25m capsules). You get progressively greater acceleration as you get deeper into the atmosphere (each change of the colour bar results in stronger deceleration). I had read the issue was that some of the parts included the wrong node scaling, so FAR couldn't calculate the size. But that should have been fixed now in v2.3 (except for the 6.25m inflatable, that will act weird).
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Seems to work fine for me (jump to 29minutes for the reentry): The reentry fails horribly because I screwed it up by trying to slow down and instead put myself into a crushingly steep reentry. However you can see all the numbers and g-loading work as expected. I use FAR, so I'm not sure if that is the difference.
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Holy Cow !!! I just went to update to 20.1 and saw that 20.2 is up. Changelog: Bug Fixes and Tweaks: - Tweaked the PNG and JPG texture loaders to not use such insane amounts of memory. - Fixed the issues with mousewheel input on Linux.
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PakledHostage has put together a really good chart here that shows how real reentry corridors work (modeled for KSP). If you hit the atmosphere too shallow you burn up due to excessive heat damage. http://forum.kerbalspaceprogram.com/showthread.php/31665-About-planned-re-entry-heating/page3 At least assuming you have sufficient speed to actually cause the damage. Space Ship One never gets to orbital velocity so it has only like 1/100th of the energy to absorb. As for the skylon proposal - i believe it has huge surface area compared to its mass and kind of 'cheats' the reentry corridor to be much wider. The apollo used a lifting capsule to hit the thick atmosphere and then while still decelerating move up to lessen the g load. They were still decelerating from like 10 km/s at much greater than 1 g for quite a long period - something that is not possible in KSP until you hit like 30km. I am actually looking to see if there is a way in FAR to add aerodynamic lift to a capsule without messing it up completely for takeoff. If possible that should make for some really cool reentry. Now I can't wait for RC3
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I hope it wasn't my video you were talking about. The first part of the video was doing a comparison of the old version (that didn't work properly) then the new version that works much better. I also don't think that the high altitude deceleration you are talking about in the video is KSP relative. The Apollo capsule hits the dense atmosphere then raises back up; that is not the same as setting a high PE and decelerating in the thin atmosphere. The video indicates they get to 2.5g before pulling up. In KSP if you hit 2.5g you have pretty much stopped already. I do think though that the atmospheric model is still not 100% even with FAR. But with deadly reentry 2, at least the reentry effects are modeled quite well based on the imperfect atmosphere.
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One last test just to see if I could die. I created a loop just out past minimus and then accelerated in towards kerbin. 27deg reentry angle (no orbit) 100km @ 3962m/s 70km @ 4022 m/s 15+ g's of deceleration >1000C peak temp 150ish heat shield left take 2 60+deg reentry angle (no orbit) 100km @ 3900m/s 70km @ 4000 m/s 15+ g's of deceleration peak temp caused explosion 220ish heat shield left (when i exploded)
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Ok I tried some more reentries and could not get the temp to rise above 590 (that was returning from Mun orbit to 27.5km PE). I also entered from almost escape orbit (just outside of Minimus) and hit atm @ 3320m/s and went sideways most of the way (please don't ask why). Nothing exploded - didn't even fully ablate the heat shield.
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Tested and seems to work great on the first try. Using KSP 0.20 FAR 0.9.4.1 and DR 2RC2. Here is a video with the details: http://youtu.be/p7LZR2E5LPE Details are Orbit 155km x 158km. Retro until periapsis 0km. Skip to 24:00 in video for the reentry part. Hit 70km @ 2313m/s. Hit 35km @ 2143m/s. Temp peaked at 540C. Ablated all heat shield. Let me know if you want me to run some more trials.
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Correct. The text you need to add to the part is (taken from the Mk2 Fuselage: MODULE { name = ModuleHeatShield direction = 0, 0, 1 // underside of fuselage reflective = 0.05 ablative = AblativeShielding loss { // loss is based on the shockwave temperature key = 450 0 // start ablating at 450 degrees C key = 550 2 // peak ablation at 550 degrees C key = 3000 2.5 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin ablating at 300 degrees C key = 500 180 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 100 maxAmount = 100 } If you add that to the part.cfg it will configure the parameters it needs. You will also probably need to halve the maxTemp of the parts though to line up with what the mod expects now.
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I really don't like the current deadly reentry mod because it teaches really bad habits. People are starting the think that a 100km x 45km orbit is a good way to reenter, where in fact you want more like a 100km x 0km to ensure that you slow down before you heat up too much and explode. PakledHostage has done some really good work complete with graphs that show how it should work. If you want to test it, try and set up a reentry that gives you 4 g's of deceleration (perfectly reasonable for a real capsule) and you will find for the Kerbin atmosphere it is a very steep reentry. I wonder is someone can make a plugin that changes the reentry heat effects?
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Is there any chance of seeing this plugin revived for 0.20? I have been using deadly reentry and am frankly disappointed with how unrealistic it's model for heating is. Thanks
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The trick with deadly reentry is to bleed off as much speed as possible prior to getting to 35km. Not anything like a real reentry, but it is what works for that mod. It is also kind of fun as well, I can't wait to try and return a capsule from the Mun